Thanks. The seaweed is kind of based on kelp, I just don't think it's there yet. Will probably add some other details to play it up as a lost hat found on the beach.
Someone made a keyblade from kingdom hearts and made it a mod. Someone posted that they would rather hit people with a giant crate key...so I give you, mega ultra key
I'm posting this again because apparently my last one got lost in the internet:
I've been starting up modelling and texturing, made a cool little knife for the spy:
Only problem is I can't get it to show up in-game :c. I mean, it shows up fine in HLMV, but when I try to load it up in tf2, it just crashes? Source can be weird sometimes. (Sorry for the giant-ass image)
EDIT: Just reinstalled tf2 and that seemed to do the trick.
Well that's annoying.
Good luck to make them fix it.
They've modified the shape of the outdoorsman when they released it and it clips in the heavys neck. I've been quite horrified, and still think my model looked better. So i wrote to valve, asking if i could atleast fix the clipping, and they told that they cant change items afterwards coz people are used to them blabla.
Question for you fine fellows. Making an energy weapon for the Scout with a pip window. I'm wondering do I need to implement the pip gauge or does/will Valve do that if accepted? If the burden is mine how exactly do I do this?
This is the weapon with the blank pip gauge. The texture is not completed, no spec map, no paint, just flats so far.
What I had in mind was one of the two suggestions. Since it's an energy weapon it can either regen slowly or overheat when fired to rapidly.
If it's their call would I just submit this image with the files as a suggested idea? Thanks
Based on the idea of a crown of bullets for heavy.
Critiques welcome
Can we see a more zoomed out picture. I reckon those small very realistic bullets will look jarring next to the very low poly bullets of the bandoleer.
Crits welcome, not sure where to go with this. Some people commented saying it's low quality, but I'm not sure what to fix exactly. I could throw more polys at it but I'm already at the poly limit...
Can we see a more zoomed out picture. I reckon those small very realistic bullets will look jarring next to the very low poly bullets of the bandoleer.
Sure thing .
I don't think it looks all that jarring, but you're right in that there's deffinately a difference. To be honest I wouldn't have wanted to use the bullets from the bandolier as they look so...bleh.
Crits welcome, not sure where to go with this. Some people commented saying it's low quality, but I'm not sure what to fix exactly. I could throw more polys at it but I'm already at the poly limit...
I get what you are going for but you should snug the fit on it and try to streamline the shape overall. It just seems to bulky for something that is mean to convey speed. The texture looks a bit muddy too. Any other angles you can show?
I get what you are going for but you should snug the fit on it and try to streamline the shape overall. It just seems to bulky for something that is mean to convey speed. The texture looks a bit muddy too. Any other angles you can show?
Thanks for the crits!
I see what you mean by streamlining the shape, it does seem oddly large for the scouts head. As for the textures, I tried to work with ambient occlusion but it ended up coming out really poorly, I think it hurt the textures more than helped it. Maybe I should try flat colors with some detail work?
Here are some more screenshots. Thanks in advance for any more crits.
I see what you mean by streamlining the shape, it does seem oddly large for the scouts head. As for the textures, I tried to work with ambient occlusion but it ended up coming out really poorly, I think it hurt the textures more than helped it. Maybe I should try flat colors with some detail work?
Here are some more screenshots. Thanks in advance for any more crits.
I like the way it looks in profile. Seems like the main bulk comes from looking at it head on.
I've never been good at texture work sadly so I don't have a lot of advice there.
What was wrong with the AO pass?
It just didn't come out very nice. The shadows are in weird places, such as right on the front of the forehead part, and the shadows were too dark. Thanks again! I'm working on the shape right now and will work on several texture ideas to get it looking right.
How's this look? I think I could play with the texture and add some details at this point. It looks a little odd without any sort of detail whatsoever. Still trying to sort out the AO bakes to make them look nice, but I dunno if it'll work.
I'm currently trying to make some concept art of an idea I had: A napkin folded in the Heavy's vest (Called the Meal Cleaner), kinda like this:
It will have 3 Styles: Normal (A Big stripe near the border, with a thicker line above it), Fancy (TF2 logos and Disconect icons) and Dirty. After I'm done with the concepts, I'm gonna need a modeler/texturer, though.
I've recently started to learn Blender, and decided to model a new SMG for the sniper. Obviously inspired by the Sten/Owen/Lanchester/MP3008 guns. And obviously something that have been done many times in the past.
Regardless I would like some feedback on my attempt.
Replies
Mustache.
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Otherwise, I think you should thicken the brim a tad more.
Indeed! congrats to all!
I've been starting up modelling and texturing, made a cool little knife for the spy:
Only problem is I can't get it to show up in-game :c. I mean, it shows up fine in HLMV, but when I try to load it up in tf2, it just crashes? Source can be weird sometimes. (Sorry for the giant-ass image)
EDIT: Just reinstalled tf2 and that seemed to do the trick.
Waited for this forever, glad Valve added it
ha, the lumberjack shirt also got in !
Now that fits well ma outdoorsman
Who made it? They're probably getting lots of people telling them this but one of the vertexes under the right armpit is attached to the arm bone.
Well that's annoying.
Good luck to make them fix it.
They've modified the shape of the outdoorsman when they released it and it clips in the heavys neck. I've been quite horrified, and still think my model looked better. So i wrote to valve, asking if i could atleast fix the clipping, and they told that they cant change items afterwards coz people are used to them blabla.
Based on the idea of a crown of bullets for heavy.
Critiques welcome
This is the weapon with the blank pip gauge. The texture is not completed, no spec map, no paint, just flats so far.
What I had in mind was one of the two suggestions. Since it's an energy weapon it can either regen slowly or overheat when fired to rapidly.
If it's their call would I just submit this image with the files as a suggested idea? Thanks
Here's a spy misc i just made and submitted. I made another one like it and posted it here a long time ago but never got to submit it.
Can we see a more zoomed out picture. I reckon those small very realistic bullets will look jarring next to the very low poly bullets of the bandoleer.
Mini sentry style:
Comments, crits?
Crits welcome, not sure where to go with this. Some people commented saying it's low quality, but I'm not sure what to fix exactly. I could throw more polys at it but I'm already at the poly limit...
Sure thing .
I don't think it looks all that jarring, but you're right in that there's deffinately a difference. To be honest I wouldn't have wanted to use the bullets from the bandolier as they look so...bleh.
If anyone fancies a look the steam page is here .
http://steamcommunity.com/sharedfiles/filedetails/?id=79052422
I get what you are going for but you should snug the fit on it and try to streamline the shape overall. It just seems to bulky for something that is mean to convey speed. The texture looks a bit muddy too. Any other angles you can show?
Thanks for the crits!
I see what you mean by streamlining the shape, it does seem oddly large for the scouts head. As for the textures, I tried to work with ambient occlusion but it ended up coming out really poorly, I think it hurt the textures more than helped it. Maybe I should try flat colors with some detail work?
Here are some more screenshots. Thanks in advance for any more crits.
http://steamcommunity.com/profiles/76561197994384954/screenshot/936996555269994894?tab=public
http://steamcommunity.com/profiles/76561197994384954/screenshot/936996555269992579?tab=public
I like the way it looks in profile. Seems like the main bulk comes from looking at it head on.
I've never been good at texture work sadly so I don't have a lot of advice there.
What was wrong with the AO pass?
It just didn't come out very nice. The shadows are in weird places, such as right on the front of the forehead part, and the shadows were too dark. Thanks again! I'm working on the shape right now and will work on several texture ideas to get it looking right.
Up-rate if you guys like it. Thanks a bunch.
wip !
string/leather ? i'm not sure
Slightly retouched this, bleh
How's this look? I think I could play with the texture and add some details at this point. It looks a little odd without any sort of detail whatsoever. Still trying to sort out the AO bakes to make them look nice, but I dunno if it'll work.
Crits welcome! Cheers!
It will have 3 Styles: Normal (A Big stripe near the border, with a thicker line above it), Fancy (TF2 logos and Disconect icons) and Dirty. After I'm done with the concepts, I'm gonna need a modeler/texturer, though.
Thanks for voting
eedobaba, It's cool, but maybe loose a couple tuning keys, bend one of the trumpet keys... just to make it look more like junky parts.
How's this?
And i call it done, just need to make the lod.
well, there : http://steamcommunity.com/sharedfiles/filedetails/?id=79520177
GET IT AWAY
Also, eedobaba, that is seriously some great work, looking forward to the full pack.
Regardless I would like some feedback on my attempt.