Scrapped the grenade launcher because I couldn't think up any designs that fitted with the theme
Well if you're still open to suggestions...you could go with a rivet gun themed one. It'd fit the time frame, the theme, and the style of TF2 beautifully.
Also I've gone mad and decided this will be 1 of 3 separate Demoman sets I'm going to release simultaneously and have fight to the death. Here's some WIPage of the second set:
This set dates back to something like February, but I ended up halting it due to not thinking up a grenade launcher I liked at the time. That's since changed.
The launcher is based on the British designed Arwen 37 non-lethal grenade launcher and will end up with a custom projectile. It has no colours due to not having final UVs yet.
Other stuff is based on period British Police uniforms, and is currently a base colours test only. Not fully figured out the transparency yet.
Really solid set with the first one. I'm going to bet right here on it getting in game (eventually).
With the second one, looks good so far. Clever work on the grenade launcher.
As for the riot shield, you really need to show that it's old through the texture. The polycarbonate's modern feel should be counteracted by some rough sheet metal, I think.
At any rate, it should look pretty worn.
The model and texture work is good, but the ideas are awkward and the theme is confused. Why is there a ketchup bottle and frying cage attached to a shotgun? The spatula and hat fit comfortably in the theme without being too ridiculous. The sundae is well made, but again feels bolted on. The whole pack lacks synergy and while each element is well made, overall the pack doesn't make sense.
@kite212 You are killing it! That turtle shell rocks. The big cut on the back, however, looks a little soft. I'd say sharpen up the edges of the opening to make it seem like it cracked. I look forward to seeing more progress!
@kite212 You are killing it! That turtle shell rocks. The big cut on the back, however, looks a little soft. I'd say sharpen up the edges of the opening to make it seem like it cracked. I look forward to seeing more progress!
I second this. The ZBrush shot looked great, but you gave up too way, way much detail on the model. At the very least, add a separation between the edge segments and the rest of the plate.
@Screwonhed: Turns out this is a problem, the brushwork isn't surviving the texture getting shrunk down to game level (I'm working at 1024 squared and going down to 256 for most things here). I'm playing around here and there to get that fixed. Alterations so far:
EDIT: on another look the variation on the helmet isn't really showing up in this particular shot. D'oh.
@emrfish6: Kinda hard to judge at the moment without any context. A floating buddy? Seems like the scythe could be a bit bigger if that's the case.
@Loyen_: Just a nitpick, but you could probably get away with making the last LOD even less detailed, particularly around the bottom end.
@Ruskeydoo: That a map prop? Looks good to me so far.
@maty: The gun design feels a bit weedy to me, and you're going to have a lot of trouble getting it to work given the spy only has animations for revolvers. Also I'd say that you're going to need to alter the watch design to incorporate a cloak meter since this is something all existing watches have.
@Karkasmolenklok: It was coming across things that would make interesting launchers for other themes that really triggered the idea of multiple packs, but I'll have another look into this angle anyway.
@mat500: A bit of digging turns up that radios didn't really get that small til the 80s so that sort of tech seems a bit on the new side to me. Also things like nightsticks and truncheons kinda seem a bit dull as weapons (also a whole community screaming for non-melee weapons...).
@RedSheep: Yeah the wear might take a few attempts. Not too sure how much to model into it right now, might add a little more later.
@BenHenry: Cool stuff man, I like the texture work on the spatula a lot. The gun seems a bit totally insane for my tastes though.
@vlek2903: 2 style models?...for a once only event?...seems a bit excessive even for a cake on the head...
@kite212: I'm kinda wondering if you've got a bit to much damage on it at the moment. Kinda looks like he's been in the thick of a firefight right now, kinda un-sniper like.
I am working on a new sapper for the spy. the first try was looking like a office phone. but I think this thing fits better for a spy.
its a zippo with some more features.
its not finished but I animated it so you can see the opening animation.
@Elbagast Yea its gonna be a floating buddy. Since that picture was posted, the scythe was increased in size, both arms are holding it, the sleeves and cloak are longer, the cloak now looks closer to that of the grim reaper, and Primrose has been texturing it.
started the melee for the racer set, base colors and need to add some polies to the handle and smooth it out. its a hatchet and will use the saxxy animations. probably gonna tone down the checker paint job on the head, no phongmask atm
when testing my hat, should i use itemtest or try to do it by hand?
i can't get the hat to shine even if i use a flat normal map, there's no phong shading
when testing my hat, should i use itemtest or try to do it by hand?
i can't get the hat to shine even if i use a flat normal map, there's no phong shading
I think compiling manually is easier than having to go through the itemtest wizard over and over again. Also what's the contents of your material's VMT file?
Hi, does anyone know how could I assign new custom animations to a specific weapon? In my case I redone the animations of the shotgu to fit my bolt action rifle. But I don't what the animations to overwrite the animations of the reserve shooter. I've followed Gamemaster's guide and I've managed to get the animations compiled properly but I still don't know how to assign them to only one weapon.
I think compiling manually is easier than having to go through the itemtest wizard over and over again. Also what's the contents of your material's VMT file?
Well right now i've just taken the vmt of the scout's batter helmet, it's specular properties are close to what i want.
It's the first time i do this by hand so i haven't done tests yet, i don't know if i'll get the shine on my hat.
Also i noticed that the batter helmet only uses one textures and VMTs for the colors, do i have to do it like that? my hat has a stripe of a neutral (it's the yellowish white from the TF2 color palette) or is it valve that takes care of that? Should i put the ambient occlusion texture in the zip when i send to the workshop?
By default, the game uses the alpha channel of the normal map for the phong shading. I'll presume that the flat_normal texture has either an all-white or all-black alpha channel. By using $basemapalphaphongmask you're telling the game to use your color map's alpha channel instead. I'm guessing that your texture doesn't have an alpha channel, thus no shine.
It doesn't really matter which alpha channel you use for the phong mask. But if you don't need normal mapping and you're using the color map's alpha for phong, then you can exclude the $bumpmap line entirely because it's doing nothing for your model at that point. Hope that solves it.
edit: I didn't read the rest of your post. Yes you do need to put all your color data into one texture, and that includes ambient occlusion. Submit it all as a flat VTF, but you can also include your layered source file.
does that mean i will only have one texture file (which is the neutral ambient occlusion)? because right now i'm using 2 tga, one for the blue hat and one for the red hat
is there a tutorial going through the compilation of a model that has many lod meshes?
i'm lost, i have my red and blue texture, as TGA, with each an alpha mask for the phong map, and i have my 3 models saved as smd
Working on the rest of my polycount pack. Trying to redo the medigun (Looked a little too busy) and the backpack along with it. Here's my current progress.
and for reference here's a shot of the old version.
As always id love hearing some C&C on this biznass.
does that mean i will only have one texture file (which is the neutral ambient occlusion)? because right now i'm using 2 tga, one for the blue hat and one for the red hat
okay i figured out with the valve wiki how to do all this
I managed to get my hat in the game with the shine.
I need to fix the texture.
What should i put in the archive to send to valve?
I'm going to pack tga + vtf/vmt + the psd and the smd+qc, i don't know what else i should put in there.
edit: Ok so after reading valve's how to, they advise to use item test to setup the folders so that it has more chance of being accepted.
So i did this, but i have a problem i think.
I only have one material that's showing up in the step where you choose the textures, it's the first material that i have assigned in blender.
Shouldn't i have 2? One for the blue and one for the red hat.
It's rather annoying, guistudiomdl worked flawlessly, and the zip created by itemtest wizard has a file named manifest.txt which only have my first assigned material.
@elbagast Fixed them up a bit more (both LOD 1 and 2). I wasn't sure if I should weld the top part together so I left it there to get crit on it first.
@Constructor - I reckon it's going to be hard to come up with a barbed wire makeshift club that doesn't just look like a johnny-come-lately to the pain train party.
I'm outright not liking the cake at all, sorry. The shape is too soft and relaxed; cakes don't really look like that unless the chef is new or bad. Plus as a hat just takes things a step too far past the silly zone.
However!
Style 3, on a plate, as a Heavy edible, would actually be an excellent little item.
@Constructor - The hat and rifle are great looking. I assume the texture isn't finished, since they don't have the usual TF2 paint strokes and weathering.
There's something off about the flamethrower. For starters, the hose reads more like "cartoon vertebrae." Overall it seems a bit more spartan than what's typical for the pyro art style.
Hello! This is my first time posting, and I was looking to get some help with an item I've been working on (Images provided below).
The model is basically a big pimple for the scout, but the problem I'm having is that on certain areas of the pimple it is transparent. In the VMT I use $translucent "1" where the Alpha layer of the texture is setup to have the outer edge of the model blend into the scout's face through transparency.
The model is fine when $translucent is set to "0". Any suggestions on what could be causing the problem would be greatly appreciated.
Thank you!
P.s. Lots of cool items in this thread, it's inspiring
Replies
Well if you're still open to suggestions...you could go with a rivet gun themed one. It'd fit the time frame, the theme, and the style of TF2 beautifully.
With your actual misc, could you add this?:
and if you don't have any idea for the melee weapon i suggest you this:
Really solid set with the first one. I'm going to bet right here on it getting in game (eventually).
With the second one, looks good so far. Clever work on the grenade launcher.
As for the riot shield, you really need to show that it's old through the texture. The polycarbonate's modern feel should be counteracted by some rough sheet metal, I think.
At any rate, it should look pretty worn.
And a link to the additional misc: http://steamcommunity.com/sharedfiles/filedetails/?id=90673134
@Elbagast: As usual, awesome stuff mate.
video [ame="http://www.youtube.com/watch?v=n1bISYnfEkI"]cake - YouTube[/ame]
rate UP please.
thx.
http://steamcommunity.com/sharedfiles/filedetails/?id=90806516
Im sorry but this is just really bad.
Workshop page - please rate and comment.
View in 3D at p3d.in
Personally I think it looks good. You just jelly :P.
Try and keep your criticism constructive and useful. What don't you like about it? How could it be changed to make it better?
I, for one, dislike the idea. A gigantic cake just looks.. Bad on the heads of the classes. It's too silly to work for me.
EDIT: on another look the variation on the helmet isn't really showing up in this particular shot. D'oh.
@emrfish6: Kinda hard to judge at the moment without any context. A floating buddy? Seems like the scythe could be a bit bigger if that's the case.
@Loyen_: Just a nitpick, but you could probably get away with making the last LOD even less detailed, particularly around the bottom end.
@Ruskeydoo: That a map prop? Looks good to me so far.
@maty: The gun design feels a bit weedy to me, and you're going to have a lot of trouble getting it to work given the spy only has animations for revolvers. Also I'd say that you're going to need to alter the watch design to incorporate a cloak meter since this is something all existing watches have.
@Karkasmolenklok: It was coming across things that would make interesting launchers for other themes that really triggered the idea of multiple packs, but I'll have another look into this angle anyway.
@mat500: A bit of digging turns up that radios didn't really get that small til the 80s so that sort of tech seems a bit on the new side to me. Also things like nightsticks and truncheons kinda seem a bit dull as weapons (also a whole community screaming for non-melee weapons...).
@RedSheep: Yeah the wear might take a few attempts. Not too sure how much to model into it right now, might add a little more later.
@BenHenry: Cool stuff man, I like the texture work on the spatula a lot. The gun seems a bit totally insane for my tastes though.
@vlek2903: 2 style models?...for a once only event?...seems a bit excessive even for a cake on the head...
@kite212: I'm kinda wondering if you've got a bit to much damage on it at the moment. Kinda looks like he's been in the thick of a firefight right now, kinda un-sniper like.
its a zippo with some more features.
its not finished but I animated it so you can see the opening animation.
started the melee for the racer set, base colors and need to add some polies to the handle and smooth it out. its a hatchet and will use the saxxy animations. probably gonna tone down the checker paint job on the head, no phongmask atm
i can't get the hat to shine even if i use a flat normal map, there's no phong shading
Yes it's kind of based on that Breaking Bad show.
Probably will lose the hat for the workshop. Depends.
More images for those interested.
Currently 1694 triangles and a 512x diffuse with the alpha mask for phong.
The Torcher's Timekeepers
The Cranial Case
The Doombringer
So uh, yeah.
http://steamcommunity.com/id/Mcrich114/myworkshopfiles?appid=440
Both already in the workshop, more stuff soon! Tell me what ya think!
It's the first time i do this by hand so i haven't done tests yet, i don't know if i'll get the shine on my hat.
Here's the content of that vmt: Also i noticed that the batter helmet only uses one textures and VMTs for the colors, do i have to do it like that? my hat has a stripe of a neutral (it's the yellowish white from the TF2 color palette) or is it valve that takes care of that? Should i put the ambient occlusion texture in the zip when i send to the workshop?
It doesn't really matter which alpha channel you use for the phong mask. But if you don't need normal mapping and you're using the color map's alpha for phong, then you can exclude the $bumpmap line entirely because it's doing nothing for your model at that point. Hope that solves it.
edit: I didn't read the rest of your post. Yes you do need to put all your color data into one texture, and that includes ambient occlusion. Submit it all as a flat VTF, but you can also include your layered source file.
Thanks in advance for your comments, votes, crits
[ame="http://www.youtube.com/watch?v=jYfHz2N6C8U"]French Poodle - YouTube[/ame]
i'm lost, i have my red and blue texture, as TGA, with each an alpha mask for the phong map, and i have my 3 models saved as smd
and for reference here's a shot of the old version.
As always id love hearing some C&C on this biznass.
Little wip shot on my set based on this concept:
The legendary Ducksink is texturing it.
I managed to get my hat in the game with the shine.
I need to fix the texture.
What should i put in the archive to send to valve?
I'm going to pack tga + vtf/vmt + the psd and the smd+qc, i don't know what else i should put in there.
edit: Ok so after reading valve's how to, they advise to use item test to setup the folders so that it has more chance of being accepted.
So i did this, but i have a problem i think.
I only have one material that's showing up in the step where you choose the textures, it's the first material that i have assigned in blender.
Shouldn't i have 2? One for the blue and one for the red hat.
It's rather annoying, guistudiomdl worked flawlessly, and the zip created by itemtest wizard has a file named manifest.txt which only have my first assigned material.
@elbagast Fixed them up a bit more (both LOD 1 and 2). I wasn't sure if I should weld the top part together so I left it there to get crit on it first.
added style 3 and 4
video
[ame="http://www.youtube.com/watch?v=a7TMLRYdqqg"]style 3 Cake - YouTube[/ame]
However!
Style 3, on a plate, as a Heavy edible, would actually be an excellent little item.
@Constructor - The hat and rifle are great looking. I assume the texture isn't finished, since they don't have the usual TF2 paint strokes and weathering.
There's something off about the flamethrower. For starters, the hose reads more like "cartoon vertebrae." Overall it seems a bit more spartan than what's typical for the pyro art style.
Ducksink's current textures. I am fiddling with the mask shape a bit so that her face fits under his mask.
Oh you.
http://steamcommunity.com/sharedfiles/filedetails/?id=6449
added new style
http://steamcommunity.com/sharedfiles/filedetails/?id=90806516
Now that i know the process, future items will be much easier to make
also here is the link: http://steamcommunity.com/sharedfiles/filedetails/?id=92104324
The model is basically a big pimple for the scout, but the problem I'm having is that on certain areas of the pimple it is transparent. In the VMT I use $translucent "1" where the Alpha layer of the texture is setup to have the outer edge of the model blend into the scout's face through transparency.
The model is fine when $translucent is set to "0". Any suggestions on what could be causing the problem would be greatly appreciated.
Thank you!
P.s. Lots of cool items in this thread, it's inspiring
$translucent "1"
$translucent "0"
spooky~
Psyke & Sexy Robot, those are amazing
Oh man. poopy joe floatin buddy!