Heya here's my attempt to make a weapon for spy and i could use some feedback and some suggestions still need to think of a good name for it.
I just find you model "lovely" , the only thing that makes me wince is the logo on the grip, I find it looks like a sticker, maybe you should make it more "natural" like a little metal panel or other...
And also add some little pattern on the pillow, like hearts, capering cats...:poly142:
PS: it would be so awesome if there were some feathers gushing from the pillow when you shoot !
@Karka, if that paddle is as thin as most paddles are then that might look a bit awkward having it tied to the top like that. Maybe have it so two rockets are tied with one on each side of the very top of the flat part of the paddle?
I thought of having it on the side, but it kind of looks more awkward that way IMO and having two of them all the moreso. If I were to switch to a thinner rocket as opposed to the mortar shell that might alleviate it (though the mortar is the part I thought came out best).
I might see if Elbagast would let me use one of his custom rocket models if I go that route, it's a pity they couldn't implement them. His "Original" rocket would fit on top there without being so much wider than what it's tied to.
An alternative would be a different way of attaching it, but I don't know what that would be.
Would be sweet if it wasn't tied to a bat like that, I'm not sure what else you'd tie it to but the rocket itself is great.
On the note of little projectiles with wings on the back, I made a quick custom projectile for my new flaregun (I do intend to rework the hammer slightly as was suggested):
Texture isn't perfect, but I'm not too bothered. You'll never notice ingame due to the very quick reload animation, and the teamcoloured particles obscuring it when it flight.
Getting near to finishing my hat, it's taken awhile and has been a learning process. I will probably add on to it fishing net or something, and a shader for the seaweed. I could use some pointers on the texture, not sure if I got it yet. Was going for suede but it's a challenge making it look right in a game like this. Criticism is welcome
@Neodement: I think the texture is just right; Not too much detail, Not too bland; Looks great
@Asdf_xuiop: I think the texture just needs a little bit more detail; Some random brushstrokes of a lighter colour in general. A darker AO bake as well perhaps.
Getting near to finishing my hat, it's taken awhile and has been a learning process. I will probably add on to it fishing net or something, and a shader for the seaweed. I could use some pointers on the texture, not sure if I got it yet. Was going for suede but it's a challenge making it look right in a game like this. Criticism is welcome [IMG][/img]
You should go into your Nvidia control panel (or whatever it is on your computer) and force some Anti-Aliasing into the Model Viewer, you would get sweeter screenshots that way
Also make sure the "Normal Map" box is ticked in the "Render" tab of Model Viewer. Even if your model doesn't use normal maps (most official TF2 models don't), this box needs to be ticked for Model Viewer to render the model with proper TF2 shading. I can't tell for sure if it's on or off in your pics, but since it doesn't really make sense it's easy to miss that when you're new to TF2 modeling so I thought I'd mention it anyway just in case (sorry if you've already done it :P )
As for the texture, I'm far from the most knowledgeable person you could ask on Polycount, but I think the texture on the hat itself is too detailed. The seaweed and orange cloth are fine imo.
Asset for a map I'm working on. The specular is terribad, I need to fix that.
Could you make so that, every time a round starts, or the map is loaded, a new and random body part is seen floating in that? Say like the spy's arm, the scouts leg, or the heavy's head?
Could you make so that, every time a round starts, or the map is loaded, a new and random body part is seen floating in that? Say like the spy's arm, the scouts leg, or the heavy's head?
very possible thing to do, you just need the body parts as separate models, and there are a few entities in hammer that can work with the input, output system to teleport a random prop into place, and you can just keep the props in part of the map the player cant get too.
i haven't mapped for source in over a year, but if your having problems i could fire up hammer later and figure it out.
@Earkham - I don't know enough to say what's "wrong" with it but style-wise it's top shelf. I definitely would like to see some screenshots of this map when that's possible.
^same here. And the "skyward" part of the name sounds interesting
As for me, I posted this up in the workshop yesterday. Still pretty simple, but I liked the idea (click link for in-game shots and blu color (which is actually green)).
Could you make so that, every time a round starts, or the map is loaded, a new and random body part is seen floating in that? Say like the spy's arm, the scouts leg, or the heavy's head?
Yup, as passerby said, it's very doable. However I have plans to put something else in it... <insert evil laugh> Hopefully should have some WIP shots of that fellow by the weekend.
The map is still in alpha, so it's not much to look at yet. Example. Once it moves into beta and gets some detailing and more custom prop work I'll share some images worth showing.
I started work on a grenade launcher analogue. It's a hand cannon that's meant to match my breastplate (which I thought I tweaked to the satisfaction of the people who commented on my first draft, but apparently I still have some work to do).
This is the ugly-color version, before I freeze symmetry, add some asymmetrical extra details, and start to really texture it.
Oh, I didn't think to mention it, but I cropped the second screenshot to only show a quarter of the screen. It's not actually that huge. (Though it was before I shortened the barrel lots; it looked great in third person, but the viewmodel looked like you were hefting it over your shoulder like a warhammer. :P)
very possible thing to do, you just need the body parts as separate models, and there are a few entities in hammer that can work with the input, output system to teleport a random prop into place, and you can just keep the props in part of the map the player cant get too.
i haven't mapped for source in over a year, but if your having problems i could fire up hammer later and figure it out.
Oh no no, don't go through any trouble for me, lol. I can't use hammer to save my life, even with all the maps I have pre-modeled in sketchup. I'm having a hell of a time making the few model's I've made UVmapped and textured (that I have been tweaking for over a year), I don't wanna get started in map making now till their at least done, lol.
Voidoid - I just saw this in the workshop and left a comment.
Bees - Seems like it has some pretty major clipping issues. Also is there a reference item you're working from that this is related to?
Gamby - I agree with heinz that this could work with a costume set, though I don't know what the rest of the costume would entail...I think it works fine for a regular hat though. I take it there shall be jigglebones?
Bees - Seems like it has some pretty major clipping issues. Also is there a reference item you're working from that this is related to?
If you're referring to the pinky and the wrist, the pinky I was aware of and not too worried about, but I had not seen the wrist so I went ahead and fixed that, thanks.
No specific reference, just something based off of early hand held artillery, but with more modern stylings (and with concessions made to the grenade launcher's animations, i.e. having to break open and have a rifle grip). If anything it was inspired by the Dwarven Mortar unit in Myth 2, though in function rather than appearance.
Karkasmolenklok - I haven't looked into jigglebones yet. This is my first hat attempt, (and my first ever game model) but thanks for the idea. I'll check it out.
Really not digging that bald spot on the spy. The rest looks great, maybe extend the hair up into the hat all the way and it'd look better. Think Sparrrow, not Barbosa.
@ Redsheep: Looks sweet but that hat feels a little small to me.
@ Dr. Heinz: I'm pretty sure that's a bandana and not a bald spot. I may be mistaken.
@ chelovek(MAPAT): The edge wear on the legs might be a little to severe but I really like the design. Did you have a function in mind other than dancing when you made it?
hi, just a model i created for pyro (halligan tool), i'm new to modeling so i'm after your advices/opinions
I hope this item wont hurt your eyes ^^
I have other screenshots on the workshop. http://steamcommunity.com/id/dak1ne
Added a quick duct tape texture map. Tested out in game and tossed in SFM for a quick poster. Thanks for the idea about the jigglybones but I'm just going to keep it simple for my first hat. Just have to do some filename cleanup and I'll be submitting this soon.
almost finished with my remake of the postal pummeler, before and after shot. as you can see there is a very noticeable difference
before
after
also is there by chance a way to make the compression on the texture less noticable? like is there any special settings i should use in vtf edit so it doesnt mess with the texture so much?
Really not digging that bald spot on the spy. The rest looks great, maybe extend the hair up into the hat all the way and it'd look better. Think Sparrrow, not Barbosa.
I don't know of the 'bald spot' that you are talking about.
Mind doing a paintover?
hi, just a model i created for pyro (halligan tool), i'm new to modeling so i'm after your advices/opinions
I hope this item wont hurt your eyes ^^
I have other screenshots on the workshop. http://steamcommunity.com/id/dak1ne
I have modified it again, dunno if it looks like better with those textures :
Wanted to make a weapon for dota 2, but i think the model will suit a lot better for this game. Here's the model, still haven't finished it and it's only a high poly version. Not figured out how to make the animations but that will be something for later on.
Also went to the new batman movie and after seeing that I also started on working on a Bane mask for the soldier model
The boxing-glove mallet is hilarious and I like it a lot, but I doubt it would get into the game for the following reasons: 1. Valve rarely adds custom weapon animations, even good ones. 2. There's pretty much no way to make that non resource-intensive 3. The only folks who wield stuff two-handed are the pyro and the demoman, and considering the handle size it would be gigantic for either of them.
As for the bane mask, while the model is quite good the problem there is going to be copyright and intellectual property issues. Valve would have to get permission from all the copyright holders involved, and that's potentially a big chunk of change and a huge pain.
Potentially very popular at gamebanana but unlikely to get in the actual game.
...on an unrelated note...could some of you folks drop by the Discussion section of the workshop and say things that don't make me want to gouge my eyes out? It's like the Lord of the Flies in there.
Replies
I just find you model "lovely" , the only thing that makes me wince is the logo on the grip, I find it looks like a sticker, maybe you should make it more "natural" like a little metal panel or other...
And also add some little pattern on the pillow, like hearts, capering cats...:poly142:
PS: it would be so awesome if there were some feathers gushing from the pillow when you shoot !
I might see if Elbagast would let me use one of his custom rocket models if I go that route, it's a pity they couldn't implement them. His "Original" rocket would fit on top there without being so much wider than what it's tied to.
An alternative would be a different way of attaching it, but I don't know what that would be.
On the note of little projectiles with wings on the back, I made a quick custom projectile for my new flaregun (I do intend to rework the hammer slightly as was suggested):
Texture isn't perfect, but I'm not too bothered. You'll never notice ingame due to the very quick reload animation, and the teamcoloured particles obscuring it when it flight.
@Neodement: I think the texture is just right; Not too much detail, Not too bland; Looks great
@Asdf_xuiop: I think the texture just needs a little bit more detail; Some random brushstrokes of a lighter colour in general. A darker AO bake as well perhaps.
For anyone interested (And for anyone that uses GIMP instead of PS) I stuck a load of palettes i use for TF2 texturing in a zip if anyone wants them: http://www.8ugaming.com/macgta/TF2ColourPallettesGimp.zip
Stick them in "driveletter://users/<username>/.gimp-x.x/palettes".
Keep up the fantastic work guys
You should go into your Nvidia control panel (or whatever it is on your computer) and force some Anti-Aliasing into the Model Viewer, you would get sweeter screenshots that way
Also make sure the "Normal Map" box is ticked in the "Render" tab of Model Viewer. Even if your model doesn't use normal maps (most official TF2 models don't), this box needs to be ticked for Model Viewer to render the model with proper TF2 shading. I can't tell for sure if it's on or off in your pics, but since it doesn't really make sense it's easy to miss that when you're new to TF2 modeling so I thought I'd mention it anyway just in case (sorry if you've already done it :P )
As for the texture, I'm far from the most knowledgeable person you could ask on Polycount, but I think the texture on the hat itself is too detailed. The seaweed and orange cloth are fine imo.
Could you make so that, every time a round starts, or the map is loaded, a new and random body part is seen floating in that? Say like the spy's arm, the scouts leg, or the heavy's head?
very possible thing to do, you just need the body parts as separate models, and there are a few entities in hammer that can work with the input, output system to teleport a random prop into place, and you can just keep the props in part of the map the player cant get too.
i haven't mapped for source in over a year, but if your having problems i could fire up hammer later and figure it out.
As for me, I posted this up in the workshop yesterday. Still pretty simple, but I liked the idea (click link for in-game shots and blu color (which is actually green)).
http://steamcommunity.com/sharedfiles/filedetails/?id=82559190
Yup, as passerby said, it's very doable. However I have plans to put something else in it... <insert evil laugh> Hopefully should have some WIP shots of that fellow by the weekend.
The map is still in alpha, so it's not much to look at yet. Example. Once it moves into beta and gets some detailing and more custom prop work I'll share some images worth showing.
This is the ugly-color version, before I freeze symmetry, add some asymmetrical extra details, and start to really texture it.
Oh no no, don't go through any trouble for me, lol. I can't use hammer to save my life, even with all the maps I have pre-modeled in sketchup. I'm having a hell of a time making the few model's I've made UVmapped and textured (that I have been tweaking for over a year), I don't wanna get started in map making now till their at least done, lol.
Not locked in on a name yet, but i'm leaning towards "Galveston Gibbers Googles"
click to vote
Bees - Seems like it has some pretty major clipping issues. Also is there a reference item you're working from that this is related to?
Gamby - I agree with heinz that this could work with a costume set, though I don't know what the rest of the costume would entail...I think it works fine for a regular hat though. I take it there shall be jigglebones?
No specific reference, just something based off of early hand held artillery, but with more modern stylings (and with concessions made to the grenade launcher's animations, i.e. having to break open and have a rifle grip). If anything it was inspired by the Dwarven Mortar unit in Myth 2, though in function rather than appearance.
http://steamcommunity.com/sharedfiles/filedetails/?id=83501795
@ Dr. Heinz: I'm pretty sure that's a bandana and not a bald spot. I may be mistaken.
@ chelovek(MAPAT): The edge wear on the legs might be a little to severe but I really like the design. Did you have a function in mind other than dancing when you made it?
I hope this item wont hurt your eyes ^^
I have other screenshots on the workshop.
http://steamcommunity.com/id/dak1ne
http://steamcommunity.com/sharedfiles/filedetails/?id=82622333&searchtext
Re-submission of my old UBERBONNET that was corrupted and deleted.
Best
Mark
before
after
also is there by chance a way to make the compression on the texture less noticable? like is there any special settings i should use in vtf edit so it doesnt mess with the texture so much?
I don't know of the 'bald spot' that you are talking about.
Mind doing a paintover?
RedSheep I believe he's referring to the rag under the tricorne. It does look a little like skin.
alternate version without the wrap or letters. change the flag to look more like the orginal
I have modified it again, dunno if it looks like better with those textures :
steamcommunity.com/sharedfiles/filedetails/?id=83846444&searchtext
@leyto damn i missed your comment... uploaded it with the "sticker".... as for the feathers i dont have any idea how to make particles for guns....
It took me long enough to finish this.
Wanted to make a weapon for dota 2, but i think the model will suit a lot better for this game. Here's the model, still haven't finished it and it's only a high poly version. Not figured out how to make the animations but that will be something for later on.
Also went to the new batman movie and after seeing that I also started on working on a Bane mask for the soldier model
1. Valve rarely adds custom weapon animations, even good ones.
2. There's pretty much no way to make that non resource-intensive
3. The only folks who wield stuff two-handed are the pyro and the demoman, and considering the handle size it would be gigantic for either of them.
As for the bane mask, while the model is quite good the problem there is going to be copyright and intellectual property issues. Valve would have to get permission from all the copyright holders involved, and that's potentially a big chunk of change and a huge pain.
Potentially very popular at gamebanana but unlikely to get in the actual game.
...on an unrelated note...could some of you folks drop by the Discussion section of the workshop and say things that don't make me want to gouge my eyes out? It's like the Lord of the Flies in there.
http://steamcommunity.com/sharedfiles/filedetails/?id=84353302