As a conclusion, since this time, I try to not look for already done mods, in order to keep my ideas clear, and not corrupted...
Masich Your texturing looks good, but from this point of view, I find it doesn't stand out the character main color, maybe with some effect like autillumination or else, you could arrange it...
Masich Your texturing looks good, but from this point of view, I find it doesn't stand out the character main color, maybe with some effect like autillumination or else, you could arrange it...
Still expirementing with that sort of things. The eyes will glow, but beyond that, not sure what I'll do.
I want to test it all in game before anything else.
Yeah, so many people are contributing and people started to make models 3 years ago. Identical ideas are bound to happen. If you have an idea by yourself, then go with it. Don't care about the rest.
I don't know how well, if at all, the particle effect would hold up to lots of swinging around as a melee weapon, but the genteel pipe smoke effect on that marshmallow would look AWESOME
I don't know how well, if at all, the particle effect would hold up to lots of swinging around as a melee weapon, but the genteel pipe smoke effect on that marshmallow would look AWESOME
Yeah, smoke effect would just fit perfect, but as far as i'm concerned, I've never obtained any satisfying effect with this damn emitter; even if it spawns at the right place, the effect stays at its original position (as there were an invisible smoke pipe) in the first person view...:poly127:
maniac they are "cute", should they have helmets ? (ps: thx for the LOD preview, very instructive)
maniac, the maggots are great, but I see no reason for lod_0. 0-10 is a pretty good distance, and you'll barely even ever see any of the bottom. Maybe just a flash when he hold it.
@maniac, I think you did a good job on the LODs, except there's something about the last one. I understand that you were getting rid of unseen faces, but keep in mind that LODs are also called up on lower graphics settings. Out of consideration for users with those settings, I would keep at least some faces to make up the underside portion. I know it's a bit late now, but with the lod_3 you have now, it would only take about 7-9 tris in order for it to still have an underside.
Leyto// Thanks, and interesting idea about helmets for them Baddcog&RedSheep// Thanks for your comments and suggestions about LODs. I think if Valve will be interested in my item, they recompile it and change distance values or exclude some LODs easily. For example to make them the same as grenades they just should delete LOD1 and make some changes in values, or maybe they can use LOD0 only for very close distance 1-5. But I believe that my version is also may be existed.
As for unseen faces, we can see that there are no unseen faces in grenades models since distance of 22, so I think it is ok for 'maggots' not to have them in the last LOD too.
- Desaturated and darkened the grey leathery part of the mask
- Added an envmap to the eyes
- New improved phong mask with more contrast
- Generally played around with the layers to make everything pop a bit more, especially the edge wear/highlighting on the front part of the mask
- Put Bills hat on it because it looks a lot better with a hat on top for some reason (will make a helmet and put that on it for the workshop promo)
- Made the eyes a little less thick
ErroR// Nice hat! :thumbup: Btw it seems to me you should set up your HLMV to get higher quality of shots for promo images. Follow link and check out the 'Setting up HLMV' paragraph. http://wiki.teamfortress.com/wiki/Template:Painted_variants/Tutorial NeoDement// Great job as always!
Noors: Not sure if i have skinned correct, how do i check? And nope, i selected the mesh in Object mode in blender, not sure if it selected the bones aswell.
I don't know blender so i woudn't know for the skin, but if you move the weapon bone and the weapon follow, it should be ok.
And select the object + bones while exporting, else, i'm pretty sure it doesn't export the bones hence the wrong position.
I'm somewhat new to modeling, could someone tell me how important it is to 'close' faces? I mean if the underside of an object isn't normally visible do you still need to close it? I don't want the game to render a bunch of back faces.
@vlek2903: A fine piece of work but why is it so busted up?.. It looks like you've modelled a split in the middle that would make it shatter the first time it was swung against somebody.
@NeoDement: I can't help but wonder if the filter should be a little bigger, don't think I've ever seen them get that small. Looking better with a hat might simply be becasue you've moved some of the bulk off his/her face and more volume on top counters that.
@Leyto: I think the mortar board could do with coming down over his head a little more to stop it looking like it would fall off.
Cheers for the comments guys
@Redsheep:I'm loving the texture work on the Smore Smasher, looks great! Yeah I agree with the bomb colouring, looked odd when I did it but decided to see what it looked like first. I'm planning to do some more in-depth colour analysis when the designs are all ready for texture so I'll look into the wood tones then. I probably will ditch the grenades too. Thanks for the comments about the grenade launcher, you made me look at the design from a new angle and figure out how to turn it into something more unique:
Maya viewport pics as I haven't gotten around to game-testing this version yet. I've updated the design of the grenade launcher into something (hopefully) more unique. Major features draw from the Hawk MM-1, with the drum sized to 10 shots and set up not to use the stock rotation on firing.
Main reason for the drum changes is that, looking over everything out there, everything either stays at 6 shots, or goes smaller. Nothing is bigger, so it's a simple way to stand out from the crowd while shifting weight around. Exposing the tubes would be cool but the TF2 team's resistance to adding minor weapon animation variations is making me think otherwise, so the drum is concealed.
I haven't finished this yet and haven't finalised the detailing so I'm open to suggestions. There are a lot of large, clean surfaces here that don't really bug me but might others.
I'm somewhat new to modeling, could someone tell me how important it is to 'close' faces? I mean if the underside of an object isn't normally visible do you still need to close it? I don't want the game to render a bunch of back faces.
It's not important. If we can't see the faces, delete them. You just have to be sure it doesn't affect the normal smoothing or the AO baking in a visible way.
By filter I assume you mean the hose? Clips like crazy if it's any bigger
Or do you mean the cylinder at the end of the hose? Because I can sort that out...
On that note, should I also add some sort of grill? I have no idea how gas masks work, but I noticed the Foster's Facade doesn't have a grill on the filter:
@Neo
The filter would be the piece at the bottom of the hose. Filters are normally bigger than the one on your mask, so sizing it up might look good. Also, air is drawn into the filter, so you could use something on the bottom of yours. Some mask have slits, others have holes like on corded telephones. The fosters facade has a place where holes would be, but no holes (probably because the holes would like noise from most angles).
@elbagast, Thanks, and it's good to see that you're really trying to make a good design.
I don't mean to sound like I'm just whining about everything you make (because I know you can make really good models), but I still think the grenade launcher looks a bit odd. It does differ more from the stock launcher, which is good, but it's very bulky and a bit futuristic looking.
Something that you could do is make the drum and holes smaller (so the drum is about the same size as the stock grenade launchers). From here. you will need to use your own projectile (which would also need to be made smaller to fit). Then arrange the holes to fit the reloading animation.
Just a thought.
Also, I'd go for a bit simpler of a stock.
edit: If you're not too opposed to it, I'd be interested in helping you come up with a design. I could make a concept and you could alter/borrow from it or whatever. I'd even do it for almost none to no credit.
On that note, should I also add some sort of grill? I have no idea how gas masks work, but I noticed the Foster's Facade doesn't have a grill on the filter
You can see what the real Soviet gasmask looks like here.
The ones with the pipes coming out usually have a similar kind of replaceable filter screwed on to the end, though I think you could get away with a little artistic license in the size if it winds up looking or functioning better how you've got it now.
@NeoDement: The cylinder at the end of the hose is the filter, for the existing gas masks they're all just screwed straight onto the masks. Looking around there's a lot of variety out there so you could use a longer, thinner filter or even one that isn't a cylinder if you want to stop it getting too close to the chest. Grills seem to not always be present on real ones so it's your choice if you want to omit that kind of detail, I'd go by whether or not that area is likely to be seen much.
Examples from the linked site:
@RedSheep: Posting as I type a reply eh. The weird case here is that the design I'm borrowing more from here is a 70's design so it fits the period given that a lot of 70's tech and designs are already present in TF2.
Unfortunately there are problems one way or the other with a lot of the things you suggest - the animation rig is a bit of pain, either you can have a 6-shot drum that works and is very close to the stock design, or you can disregard the rotation and do something different (the Loch n Load is vastly different because it doesn't even have a drum). I would love to have the tubes for the grenades exposed (like the above picture) but that would mean a trade off of not having it rotate on firing like the stock, or even leaving new animations to Valve (given the Loch n Load again, is that a good thing?...) due to the required new drum centre bone.
Then there's the other thing that if you want something to be different, it actually has to be different. If you feel it looks bulky compared to stock then it's being noticeably different from stock, so I could argue that that means the design is working, though whether it's the best way is another matter.
The stock ended up getting left alone since it's very different to the others, I have played around with simpler ones not seen anything else I was happy with.
Hmm, now that I see it, if you made your gun more like your reference, it'd be pretty good. (the reference is much more angular and simpler. Also a tad thinner).
Also, I agree with you on the drum now.
Perhaps make the outside of the drum more interesting. The sticky launcher is a good example.
The design is growing on me
Hi, this is my first time posting, being a long time lurker. I'm trying to learn how to do the amazing stuff you guys do, but I'm having lots of problems. First and foremost; how do I get TF2 models into Blender? I have the script/tweak thing that should allow me to import TF2 models, but they don't show up when I'm looking through files in Blender. Any help is appreciated.
I have the script/tweak thing that should allow me to import TF2 models, but they don't show up when I'm looking through files in Blender. Any help is appreciated.
I think you need the source sdk, download that from steam then you should be able to find them.
Ok, I haven't made a TF2 item in like 5 months, but I had an idea for a very simple hat and I decided to put it together.
Since it's such a simple hat, I thought I'd use the itemtest "wizard". I've run into an issue. When I get the compiling stage in the wizard, the compiler refuses to create an mdl file, meaning I have no way at all of testing my model. Does anyone know what causes this bug?
I've wanted to make hats for a long time now, but never got around to it. With the new update coming, I've made it my mission to go on an item making spree. Itemtest makes it a lot easier nowadays, but I still could use some help getting the more advanced features to work.
Here's my item so far:
1880 Tris; 512 Diffuse; 2 lower LODs
Looks nice in HLMV, but when I test it in-game the position is just a little off as seen below:
The autoskin hasn't quite got it.
Also, I don't see how to add specular and paint alphas to the Itemtest when I'm compiling the material. I know you can, but nothing I try in console seems to work.
Congrats everyone who got their items in this very special update!
BTW, I was wondering if anyone is willing to make item requests, I have some concept art done, which I'll upload tomorrow.
Replies
GENTLEMEN! BEHOLD
Possibly the easiest thing I've ever modelled!:
It's always the thing: there is potentially 6 billions players (since it's free to play :poly124:), for my defense I haven't readen your idea. I started this project in november 2011, and after doing a little brainstorming, I googled this to see if another got this one, I just found this http://thesapphireice.wordpress.com/2011/06/25/my-first-model-now-in-source/.
So I started modeling, etc. Meanwhile somebody had the same idea, and here it is http://steamcommunity.com/sharedfiles/filedetails/?id=18382
As a conclusion, since this time, I try to not look for already done mods, in order to keep my ideas clear, and not corrupted...
Masich Your texturing looks good, but from this point of view, I find it doesn't stand out the character main color, maybe with some effect like autillumination or else, you could arrange it...
Still expirementing with that sort of things. The eyes will glow, but beyond that, not sure what I'll do.
I want to test it all in game before anything else.
I don't know how well, if at all, the particle effect would hold up to lots of swinging around as a melee weapon, but the genteel pipe smoke effect on that marshmallow would look AWESOME
https://www.youtube.com/watch?v=IdgfUxL8Ix8
Yeah, smoke effect would just fit perfect, but as far as i'm concerned, I've never obtained any satisfying effect with this damn emitter; even if it spawns at the right place, the effect stays at its original position (as there were an invisible smoke pipe) in the first person view...:poly127:
maniac they are "cute", should they have helmets ? (ps: thx for the LOD preview, very instructive)
Baddcog&RedSheep// Thanks for your comments and suggestions about LODs. I think if Valve will be interested in my item, they recompile it and change distance values or exclude some LODs easily. For example to make them the same as grenades they just should delete LOD1 and make some changes in values, or maybe they can use LOD0 only for very close distance 1-5. But I believe that my version is also may be existed.
As for unseen faces, we can see that there are no unseen faces in grenades models since distance of 22, so I think it is ok for 'maggots' not to have them in the last LOD too.
Changelog:
- Desaturated and darkened the grey leathery part of the mask
- Added an envmap to the eyes
- New improved phong mask with more contrast
- Generally played around with the layers to make everything pop a bit more, especially the edge wear/highlighting on the front part of the mask
- Put Bills hat on it because it looks a lot better with a hat on top for some reason (will make a helmet and put that on it for the workshop promo)
- Made the eyes a little less thick
http://wiki.teamfortress.com/wiki/Template:Painted_variants/Tutorial
NeoDement// Great job as always!
http://forums.steampowered.com/forums/showthread.php?p=31260870#post31260870
Maybe I'll do a LOD for the ruler, even if it's already quite optimized: 430 tris.
watch video - [ame="http://www.youtube.com/watch?v=QGPCoDLuhp8"]paddle - YouTube[/ame]
Rate Up please Thank you))) http://steamcommunity.com/sharedfiles/filedetails/?id=77923465
Did you skin to bones correctly ? Did you select the bones before exporting ?
And select the object + bones while exporting, else, i'm pretty sure it doesn't export the bones hence the wrong position.
@NeoDement: I can't help but wonder if the filter should be a little bigger, don't think I've ever seen them get that small. Looking better with a hat might simply be becasue you've moved some of the bulk off his/her face and more volume on top counters that.
@Leyto: I think the mortar board could do with coming down over his head a little more to stop it looking like it would fall off.
Cheers for the comments guys
@Redsheep:I'm loving the texture work on the Smore Smasher, looks great! Yeah I agree with the bomb colouring, looked odd when I did it but decided to see what it looked like first. I'm planning to do some more in-depth colour analysis when the designs are all ready for texture so I'll look into the wood tones then. I probably will ditch the grenades too. Thanks for the comments about the grenade launcher, you made me look at the design from a new angle and figure out how to turn it into something more unique:
Maya viewport pics as I haven't gotten around to game-testing this version yet. I've updated the design of the grenade launcher into something (hopefully) more unique. Major features draw from the Hawk MM-1, with the drum sized to 10 shots and set up not to use the stock rotation on firing.
Main reason for the drum changes is that, looking over everything out there, everything either stays at 6 shots, or goes smaller. Nothing is bigger, so it's a simple way to stand out from the crowd while shifting weight around. Exposing the tubes would be cool but the TF2 team's resistance to adding minor weapon animation variations is making me think otherwise, so the drum is concealed.
I haven't finished this yet and haven't finalised the detailing so I'm open to suggestions. There are a lot of large, clean surfaces here that don't really bug me but might others.
It's not important. If we can't see the faces, delete them. You just have to be sure it doesn't affect the normal smoothing or the AO baking in a visible way.
Or do you mean the cylinder at the end of the hose? Because I can sort that out...
On that note, should I also add some sort of grill? I have no idea how gas masks work, but I noticed the Foster's Facade doesn't have a grill on the filter:
Here's mine currently:
I'll mess with it after I'm done with the helmet.
The filter would be the piece at the bottom of the hose. Filters are normally bigger than the one on your mask, so sizing it up might look good. Also, air is drawn into the filter, so you could use something on the bottom of yours. Some mask have slits, others have holes like on corded telephones. The fosters facade has a place where holes would be, but no holes (probably because the holes would like noise from most angles).
@elbagast, Thanks, and it's good to see that you're really trying to make a good design.
I don't mean to sound like I'm just whining about everything you make (because I know you can make really good models), but I still think the grenade launcher looks a bit odd. It does differ more from the stock launcher, which is good, but it's very bulky and a bit futuristic looking.
Something that you could do is make the drum and holes smaller (so the drum is about the same size as the stock grenade launchers). From here. you will need to use your own projectile (which would also need to be made smaller to fit). Then arrange the holes to fit the reloading animation.
Just a thought.
Also, I'd go for a bit simpler of a stock.
edit: If you're not too opposed to it, I'd be interested in helping you come up with a design. I could make a concept and you could alter/borrow from it or whatever. I'd even do it for almost none to no credit.
yay
(I included the revised version of the boots in the submission)
The ones with the pipes coming out usually have a similar kind of replaceable filter screwed on to the end, though I think you could get away with a little artistic license in the size if it winds up looking or functioning better how you've got it now.
Examples from the linked site:
@RedSheep: Posting as I type a reply eh. The weird case here is that the design I'm borrowing more from here is a 70's design so it fits the period given that a lot of 70's tech and designs are already present in TF2.
Unfortunately there are problems one way or the other with a lot of the things you suggest - the animation rig is a bit of pain, either you can have a 6-shot drum that works and is very close to the stock design, or you can disregard the rotation and do something different (the Loch n Load is vastly different because it doesn't even have a drum). I would love to have the tubes for the grenades exposed (like the above picture) but that would mean a trade off of not having it rotate on firing like the stock, or even leaving new animations to Valve (given the Loch n Load again, is that a good thing?...) due to the required new drum centre bone.
Then there's the other thing that if you want something to be different, it actually has to be different. If you feel it looks bulky compared to stock then it's being noticeably different from stock, so I could argue that that means the design is working, though whether it's the best way is another matter.
The stock ended up getting left alone since it's very different to the others, I have played around with simpler ones not seen anything else I was happy with.
Cool pack by the way! It all works well together.
Also, I agree with you on the drum now.
Perhaps make the outside of the drum more interesting. The sticky launcher is a good example.
The design is growing on me
edit: thanks, btw
I think you need the source sdk, download that from steam then you should be able to find them.
Image links to the workshop page.
Since it's such a simple hat, I thought I'd use the itemtest "wizard". I've run into an issue. When I get the compiling stage in the wizard, the compiler refuses to create an mdl file, meaning I have no way at all of testing my model. Does anyone know what causes this bug?
Here's my item so far:
1880 Tris; 512 Diffuse; 2 lower LODs
Looks nice in HLMV, but when I test it in-game the position is just a little off as seen below:
The autoskin hasn't quite got it.
Also, I don't see how to add specular and paint alphas to the Itemtest when I'm compiling the material. I know you can, but nothing I try in console seems to work.
Any help or critique would be much apreciated.
Glad to see the urban professional and public enemy finally in game, where they deserve!
Elbagast - bloody amazing work!
BTW, I was wondering if anyone is willing to make item requests, I have some concept art done, which I'll upload tomorrow.