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.
Your completely right, for the weapon it was just an fun idea after seeing al those serious things I will finish it, it will be good normal mapping training for me.
As for the mask, i know it will have some copyright issues. But I don't even need to make money out of it. so they might want to put it in as a promotional thing. who knows.
Here's an ingame shot, it's my forst model for tf2 and it's still just a test. The texture is very basic and no normal map applied.
I was wondering if it is possible to get a metal material applied to it, so it shines a bit?
@Napy
Thanks for the tutorial, however I'm still having issues where it's not animating. Did everything you said the the tutorial and still nothing. Any tips?
I still think that the Bane mask in general looks like complete shite. It makes me wanna kick kittens and juggle puppies before drop kicking them into orbit. I haven't seen the movie yet, but from the promo's and trailers and everything else, the "captain mumbles" look severely tweaks me in a bad way. Seriously, running into someone randomly wearing a gimp mask is more intimidating. And it has happened to me, went in the wrong door going to the barber and directly into the adult toy store o.o.
Hi, I made this skin for ta gamebanana contest and got the third place! What do you think and also I need help with a proper name for it so I can contibute it! Thanks
Not fond of the rainbow color but I love the model itself
The color/texture on the lime seems off for TF2 also. You might want to have the brushwork be a bit more subtle on the fruit (as opposed to the rind) and maybe make it a little glossier. Love the umbrella.
Would you guys mind giving me some feedback on this set I've been working on? Might be a little to past Retro-futuristic but I wanted to give it a bash. I've posted bits here before but didn't really get any responses.
Also I'm aware of the clipping on the gun. Problem is I don't want to compromise the design and I have no clue how to make a new animation to correct it. I know I shouldn't hold my breath about Valve fixing it for me either.
Kind of image heavy so I will link rather than display the lot. Set is Helmet, Armguard and scarf misc, Boots misc, Tonfa Melee, Energy drink secondary, Plasma energy weapon Primary.
Aaaand here's a final resubmission of my very first model.
Finally got around to giving it a phong reflection, might come around to do paints later, but it's pretty much done.
First time poster here asking for opinions and feedback. This is my first item for TF2 and second model I've done in blender. The model is hovering a bit above the shoulders because otherwise they would clip through the painting when the Heavy spins his minigun. I tried to assign parts of the painting to shoulders to prevent the clipping but it just made it more horrible. Currently the whole painting is assigned to neck_bone. I'm also going to add image on that canvas and I'm currently trying to decide which one to paint on it. Should it be image of a person, animal, sasha or something heavy loves like sandwich.
Model has 884 tris and jigglebones assigned to canvas tears. It has 256x256 texture, is this too small or enough? Valve have said that for hats it's good to have 256x256.
Any opinions how it's looking? should I make the texture more colorful? Should I add some details like nails or more teared canvas? Basically make it more interesting to look at.
I also tried to add some teared canvas with alpha but couldn't get it to work.
Neelpos: Love it. If you will pardon the comparison it reminds me of Castle Crashers, in a good way. The demo logo is a nice touch too.
Tom Hoen: Looks good so far. I wouldn't worry about the painting hovering a bit, no one is going to notice in the action. You might want to take some replay shots from the third person with the heavy looking up and down at extreme angles just to make sure the painting doesn't intersect the body when it follows.
Maybe the painting could be a buddy shot of the heavy and med together. Some jerk spy smashed it over his head. Color wise maybe a nice wood frame with brass corner molds?
You might want to make it significantly smaller so as to reduce your clipping issues and potential silhouette problems (which Valve makes a big deal about)
Would you guys mind giving me some feedback on this set I've been working on? Might be a little to past Retro-futuristic but I wanted to give it a bash. I've posted bits here before but didn't really get any responses.
Also I'm aware of the clipping on the gun. Problem is I don't want to compromise the design and I have no clue how to make a new animation to correct it. I know I shouldn't hold my breath about Valve fixing it for me either.
Kind of image heavy so I will link rather than display the lot. Set is Helmet, Armguard and scarf misc, Boots misc, Tonfa Melee, Energy drink secondary, Plasma energy weapon Primary.
For a mod, it has a modest design. I see some clever design elements such as the gun nozzle being in the middle, the presumed pose-able heel guard and the nicely modeled scarf. As much as you have concerns with valve not accepting it for the clipping and animation issues, the futuristic shapes would be the more unfitting element of this set in my opinion. It threads the futuristic, "anime" style that it pays homage to too much.
You could also so some more detailing over all to achieve that TF2 wear and tear. I think it would benefit to have more paint chipping and some edge scratching on the more solid metal elements.
Another thing to watch out for is the coloring. Generally, valve has mentioned that the art direction was designed to have the lighter colors on the top of the model's torso (head, shoulder and chest) and fading down to more darker, less saturated colors as you approach the legs, feet and weapons. Right now your arm and shin guards have the same color range as your helmet. I see that it wont be an issue to have these guards be of a more desaturated, less vibrant color and tad darker hue.
For a mod, it has a modest design. I see some clever design elements such as the gun nozzle being in the middle, the presumed pose-able heel guard and the nicely modeled scarf. As much as you have concerns with valve not accepting it for the clipping and animation issues, the futuristic shapes would be the more unfitting element of this set in my opinion. It threads the futuristic, "anime" style that it pays homage to too much.
Thanks much for the feedback. I agree the choice of style is a big gamble here. I tried to theme it off of anime of the period [8 Man, Astroboy, Gigantor, ultra man, etc] and add a bit of Megaman in there. Kept the shapes smooth and simple but it probably still comes across as to modern.
You could also so some more detailing over all to achieve that TF2 wear and tear. I think it would benefit to have more paint chipping and some edge scratching on the more solid metal elements.
Agreed. I swatched it up a bit but was waiting for feedback before giving it more character. Texturing is my weakest set so any tips would be very welcome.
Another thing to watch out for is the coloring. Generally, valve has mentioned that the art direction was designed to have the lighter colors on the top of the model's torso (head, shoulder and chest) and fading down to more darker, less saturated colors as you approach the legs, feet and weapons. Right now your arm and shin guards have the same color range as your helmet. I see that it wont be an issue to have these guards be of a more desaturated, less vibrant color and tad darker hue.
I noticed other sets like the Scouts elf holiday set deviated a bit from that practice, but again you have a good point. It wont be hard to get a subtle gradient from boots to helm and see how it looks.
Rowinish, I love the beard, but I have to ask the stupid question. is it the same base brown as say the One Man Army hair? Cause part of the reason I kind of don't want the all father is cause I cannot get the colors to match so it has a nice solid feel and flow to the "set", as it were. Or maybe if whoever made the One Man Army/Worst Nightmare (I think it was Ronin, not sure, and I'm just writing this real quick whilst on a smoke break) could submit a second style to wear the hair itself is paintable and not the bandanna, or submit a non-bandanna extra style so the hair is painted instead. Just my thoughts, as much as they're worth, lol.
Thanks for your feedback RetroMike and Karkasmolenklok. I broke the framing a bit as the left arm clipped through it in some positions. I'll now start experimenting with scaling it down and adding the painting on canvas.
Hey I'm kinda new the site and this is the first real hat I've made for TF2 so far, I tried to add jiggle bones but after hours of error messages I just gave up and stuck in the static model as is.
Question, do lightwarps affect the whole model or can they be selectively applied?
They affect a material, so in order to selectively lightwarp a model you would have to use multiple materials. Of course, you can have multiple vmt files (with different lightwarp values) point to the same vtf file. I base this on educated speculation rather than evidence.
I could have sworn seen one wreath in game but can't find any proof. Maybe I was just dreaming.
Is the olympic torch really made out of wood? I think it would look better with golden handle instead of wooden. And add some hanging cloth on the base with jigglebones. It would make it look more majestic.
maniac: it would be a good idea to remove "Olympics" and the Olympic Rings from the description - The International Olympic Committee will send an elite squad of Lawyer Warriors to sue you and then cut your head off, they're probably on their way right now to litigassassinate everyone in this thread.
maniac: it would be a good idea to remove "Olympics" and the Olympic Rings from the description - The International Olympic Committee will send an elite squad of Lawyer Warriors to sue you and then cut your head off, they're probably on their way right now to litigassassinate everyone in this thread.
I was about to mention the same thing; valve is probably wincing just looking at that in the workshop. It's a load of corporate bullshit if you ask me.
@Justin_Meisse, @Asdf_xuiop\\ Yes, yes.. seems that was not a very good idea to do these Olympic items and call them 'Olympic' :P, maybe I'll rename or remake something. Maybe I'll do... wait a minute, somebody is knocking at my door......
I feel like that canister of magical science there needs something to transition it better into the rest of the saw, it almost looks like it's just clipped in there you know? Like a cut-out portion or a rim of some kind perhaps.
I am really loving the handle, it's all too common for people not to bother to do an interesting handle.
That's because it's always hidden in the characters hand. Why waste polys on it if you can't even see it.
Well while part of it is hidden in-game in the character's hand, I do think that people neglect that the model itself is art, and not just art-on-a-stick. Granted, I agree making overly elaborate handles isn't necessary...but why not DIFFERENT handles? Folk seem to practically copy/paste handles and it bugs me.
I've got a problem when trying to export a .smd/.vta from Blender. I've tried with Blender 2.63 and 2.63a, and version 1.3 of the SMD tools (all the latest). The error is the following:
Traceback (most recent call last):
File "C:\Blender 2.63\2.63'scripts\addons\io_smd_tools.py", line 3263, in execute
self.exportObject(context,context.active_object,groupIndex=props.groupIndex
File "C:\Blender 2.63\2.63'scripts\addons\io_smd_tools.py", line 3359 in exportObject
if writeSMD(context, object, groupIndex, path + getFileExt()):
File "C:\Blender 2.63\2.63'scripts\addons\io_smd_tools.py", line 2700, in writeSMD
writeFrames()
File "C:\Blender 2.63\2.63'scripts\addons\io_smd_tools.py", line 2159, in writeFrames
action = smd.a.animation_data.action
AttributeError: 'NoneType' object has no atribute 'action'
location:<unknown location>:-1
Anyone have an idea what's going on here?
Edit: there was apparently a bug with the exporter; a newer download didn't have this issue.
Replies
Your completely right, for the weapon it was just an fun idea after seeing al those serious things I will finish it, it will be good normal mapping training for me.
As for the mask, i know it will have some copyright issues. But I don't even need to make money out of it. so they might want to put it in as a promotional thing. who knows.
Here's an ingame shot, it's my forst model for tf2 and it's still just a test. The texture is very basic and no normal map applied.
I was wondering if it is possible to get a metal material applied to it, so it shines a bit?
Thanks for the tutorial, however I'm still having issues where it's not animating. Did everything you said the the tutorial and still nothing. Any tips?
more screenshots and download here: http://gamebanana.com/game/skins/118963
The color/texture on the lime seems off for TF2 also. You might want to have the brushwork be a bit more subtle on the fruit (as opposed to the rind) and maybe make it a little glossier. Love the umbrella.
Feel free to rate!
Defensive Dome
Rate-up if you like it. Thanks for your support.
Also I'm aware of the clipping on the gun. Problem is I don't want to compromise the design and I have no clue how to make a new animation to correct it. I know I shouldn't hold my breath about Valve fixing it for me either.
Kind of image heavy so I will link rather than display the lot. Set is Helmet, Armguard and scarf misc, Boots misc, Tonfa Melee, Energy drink secondary, Plasma energy weapon Primary.
Sorry about the lack of AA
https://dl.dropbox.com/u/62926950/PT_Canon_01.png
https://dl.dropbox.com/u/62926950/PT_Canon_02.png
https://dl.dropbox.com/u/62926950/PT_Tonfa_01.png
https://dl.dropbox.com/u/62926950/PT_Tonfa_03.png
https://dl.dropbox.com/u/62926950/PT_Punch.png
https://dl.dropbox.com/u/62926950/PT_Boots_02.png
Finally got around to giving it a phong reflection, might come around to do paints later, but it's pretty much done.
Model has 884 tris and jigglebones assigned to canvas tears. It has 256x256 texture, is this too small or enough? Valve have said that for hats it's good to have 256x256.
Any opinions how it's looking? should I make the texture more colorful? Should I add some details like nails or more teared canvas? Basically make it more interesting to look at.
I also tried to add some teared canvas with alpha but couldn't get it to work.
Tom Hoen: Looks good so far. I wouldn't worry about the painting hovering a bit, no one is going to notice in the action. You might want to take some replay shots from the third person with the heavy looking up and down at extreme angles just to make sure the painting doesn't intersect the body when it follows.
Maybe the painting could be a buddy shot of the heavy and med together. Some jerk spy smashed it over his head. Color wise maybe a nice wood frame with brass corner molds?
For a mod, it has a modest design. I see some clever design elements such as the gun nozzle being in the middle, the presumed pose-able heel guard and the nicely modeled scarf. As much as you have concerns with valve not accepting it for the clipping and animation issues, the futuristic shapes would be the more unfitting element of this set in my opinion. It threads the futuristic, "anime" style that it pays homage to too much.
You could also so some more detailing over all to achieve that TF2 wear and tear. I think it would benefit to have more paint chipping and some edge scratching on the more solid metal elements.
Another thing to watch out for is the coloring. Generally, valve has mentioned that the art direction was designed to have the lighter colors on the top of the model's torso (head, shoulder and chest) and fading down to more darker, less saturated colors as you approach the legs, feet and weapons. Right now your arm and shin guards have the same color range as your helmet. I see that it wont be an issue to have these guards be of a more desaturated, less vibrant color and tad darker hue.
Thanks much for the feedback. I agree the choice of style is a big gamble here. I tried to theme it off of anime of the period [8 Man, Astroboy, Gigantor, ultra man, etc] and add a bit of Megaman in there. Kept the shapes smooth and simple but it probably still comes across as to modern.
Agreed. I swatched it up a bit but was waiting for feedback before giving it more character. Texturing is my weakest set so any tips would be very welcome.
I noticed other sets like the Scouts elf holiday set deviated a bit from that practice, but again you have a good point. It wont be hard to get a subtle gradient from boots to helm and see how it looks.
EDIT: Redid my texture for the Deadly Combo
Pity it couldn't be a streak like folks do with hair coloring, that seems way less horrible IMO.
New version with LOD :
Someone stole the image and put it in its workshop as his own model...
http://steamcommunity.com/sharedfiles/filedetails/?id=84637963&searchtext=
Could you people all report him ?
Is the olympic torch really made out of wood? I think it would look better with golden handle instead of wooden. And add some hanging cloth on the base with jigglebones. It would make it look more majestic.
EDIT: Finished this:
http://steamcommunity.com/sharedfiles/filedetails/?id=85477645
Honky-tonky-tonk.
Finished the rehash of this due to Valve's request.
I was about to mention the same thing; valve is probably wincing just looking at that in the workshop. It's a load of corporate bullshit if you ask me.
[ame="http://www.youtube.com/watch?v=P9N5-oyLnZ8"]When Superman Goes To The Olympics - YouTube[/ame]
And I got to have some fun learning Source Filmmaker to pose some pretty shots.
Here, have a thing I made off the top of my head.
Beats me, would be nice though.
Shouldn't it have camoflauge? I mean it looks good, but there's a lot of this helmet + goggles style going around.
Got base colors and lighting bakes done on the melee. I'll be working on texture detail today.
I'm starting to make an item set for the scout.
Here is the concept/plan for a scattergun that I'm dubbing:
"The Blenderbuss"
It fires bits of vegetables.
Let me know what you think!
I am really loving the handle, it's all too common for people not to bother to do an interesting handle.
That's because it's always hidden in the characters hand. Why waste polys on it if you can't even see it.
Anyone have an idea what's going on here?
Edit: there was apparently a bug with the exporter; a newer download didn't have this issue.
(still waitin' for Valve to gimme my man hittin' project)