The electro gun is a cool idea. One thing I noticed after doing some texturing is that there is a subtle highlight on every edge to make the item pop in game. You could use a few more paint stokes in some areas. Some spec on the clear glass might help- similar to the needle gun.
I posted these in the other Tf2 contribute thread and thought I'd throw them in here. Gonna try to get them in game later.
nice teriyaki! not sure thats how tf2 cardboard would look tho, if valve were to make it. needs the flat, patchy, hand painted look; plus some nicks, maybe a bit of tape (imo)
Im pretty sure that full face/head hats wont go through, how would this spy wear the disguise mask for example? I think the idea of tf2 hats is what valve did with them to date (top of the head hats).
A Hat to truly embrace the best play style of the Engineer:
The Command Shell!
About 830 polygons. One of my first "Create a higher poly model to help support the lower poly model" models. I really liked how this one turned out.
A friend suggested that wearing this will help the Engineer be more viable against Demomen (resistance to explosive damage) but lower his speed making him incredibly more weak against spies.
As for everyone else, really awesome hats out there! I personally like the Hound Dog.
Yeah I never thought it'd be approved necessarily but I always think of the old days of Metal Gear and boxes
I think the box geometry is fine, but the texture doesn't feel "TF2ish". Maybe it is the fact that it is desaturated a bit and has a lot of small low contrast noise on it.
the hair highpoly for my "sweet hair 'o mine" hat for the heavy. wasn't really sure how else to do the hair cause i didn't want just straight planes with texture and Slash's hair is pretty damned curly. will alpha out the straight edges i think.
The spy camera beard texture has an alpha but it's more like a noise than real hairy strokes. The beard mixes a solid mesh with plenty of little strips with alpha on it. I don't know how to achieve decent hair in tf2 but i'm not sure about the normal map. *shrugs*
finally got my hat in game. i really hope the valve guys have tools or a better pipeline of getting stuff in game they don't give out to the mod community. seriously anti-artist friendly.
i tried source back when tf2 came out, cause it was a game i wanted to mod,, after a ton of hassle i finaly got a soda machine model in engine,, it was so many hoops,, and then even more hoops to make a shader ... udk you kinda just export import,, then make a shader. i guess thats one of the reason tons of companys license udk,, and not many source
I also found out I hate using txt files to get a model in game.. seeing how I always spell something wrong thus driving me into a state of confusion to why the hell shit isn't working.
I did this mask for medic. There are some reference and screenshots. The total polycount is 782 tris. I modeled and maped already. My friend want to make the texture... I gonna post it as soon we finish it...
i tried source back when tf2 came out, cause it was a game i wanted to mod,, after a ton of hassle i finaly got a soda machine model in engine,, it was so many hoops,, and then even more hoops to make a shader ... udk you kinda just export import,, then make a shader. i guess thats one of the reason tons of companys license udk,, and not many source
Plus, on the mod-side, your player base doesn't need to already own a source game. Granted many people already have a source game. Either way, if you use UDK the player base for your mod or game really does expand because players don't need any other games to run your mod.
I really do hope that Valve updates the way models are imported into the Source Engine, it would be a great help.
I did this mask for medic. There are some reference and screenshots. The total polycount is 782 tris. I modeled and maped already. My friend want to make the texture... I gonna post it as soon we finish it...
Looks like the nose could use some adjustment so that it doesn't clip through his glasses.
Also, if you extend the edge of the mask into the head, you'll be able to delete the internal polys and save yourself about half of your poly count.
Some of them do, and I'm pretty sure it's the same model, but do all of them? I was under the impression that some stayed on and some fell off but I'm not entirely sure about that.
God damnit, I so want to see the Sweet Hair o' Mine finished!
yeah i wanna see that too, whats the hold-up? oh right...
trying to learn zbrush's retopo with this to get the hair shape instead of just alpha's like DKK suggested, and I'm using JC Cappelletti excellent video tut, but as i haven't done retopo this way before it's taking a good few hours and on my first try i had to stop half-way and save it. (the second time zb crashed on save:poly122:) So when i re-open the first file i've got my adaptive mesh there, but i can't get back to the retopo mode?
finally got my hat in game. i really hope the valve guys have tools or a better pipeline of getting stuff in game they don't give out to the mod community. seriously anti-artist friendly.
I think they are working on a completely revised engine and half-life 3 right now.
trying to learn zbrush's retopo with this to get the hair shape instead of just alpha's like DKK suggested, and I'm using JC Cappelletti excellent video tut, but as i haven't done retopo this way before it's taking a good few hours and on my first try i had to stop half-way and save it. (the second time zb crashed on save) So when i re-open the first file i've got my adaptive mesh there, but i can't get back to the retopo mode?
Any help would be greatly appreciated!
You should just be able to press 'A' to go back to the topology drawing view and then select 'Edit Topology' again in the tool menu to start laying down geometry once more. If that doesn't work, maybe the crash messed something up.
Hello, does anyone know about requirements about use of transparency map?
Like...can I use it? what size? 512x512 ok? 128x128...
And also if it is ok of using 2 chanel on the texture map...
I believe that one 64x64 map on the secont chanel for transparency is lighter than 512x512 on the same map chanel...That is my plan to save a lot of tris in my mask.
dkk you can call it that but maybe come up with some names that valve themself may be able to use without gettin into the realm of other ip.
i also find it interesting that valve made sucha big deal on the readability of the characters at a distance, and now are throwing all that out with these, sure a normal "hat" wont change the shape much, but it does change the shape much.
skudz i like the slash hat, but think it woulda looked better on a thinner skinnier player like the sniper or spy/ more of a slash look
i tend to notice for the main part ppl are like
"fuck the demo man he aint gettin poop"
hate to be the negative one here.. but aren't all these hats that go below the jaw/neck line going to just get scrapped since they interfere with the body rig? they look cool, but since the hats have no interaction with the body rig aside from the bip_head bone there would be some major clipping.
Replies
The Heavy toupey and Hound dog are awesome.
The electro gun is a cool idea. One thing I noticed after doing some texturing is that there is a subtle highlight on every edge to make the item pop in game. You could use a few more paint stokes in some areas. Some spec on the clear glass might help- similar to the needle gun.
I posted these in the other Tf2 contribute thread and thought I'd throw them in here. Gonna try to get them in game later.
But that's really awesome though Teriyaki!
something new from me, the voodoo fire magic mask:
I hope it gets through because the pyro already wears a mask anyway!
Not sure yet if I should post the variant with the mouth more open instead.
The Command Shell!
About 830 polygons. One of my first "Create a higher poly model to help support the lower poly model" models. I really liked how this one turned out.
A friend suggested that wearing this will help the Engineer be more viable against Demomen (resistance to explosive damage) but lower his speed making him incredibly more weak against spies.
As for everyone else, really awesome hats out there! I personally like the Hound Dog.
I think the box geometry is fine, but the texture doesn't feel "TF2ish". Maybe it is the fact that it is desaturated a bit and has a lot of small low contrast noise on it.
I love this thing.
physics pls!
You mean like wobbling around?
i used this tutorial.
http://forums.steampowered.com/forums/showthread.php?t=1109465
I also found out I hate using txt files to get a model in game.. seeing how I always spell something wrong thus driving me into a state of confusion to why the hell shit isn't working.
I did this mask for medic. There are some reference and screenshots. The total polycount is 782 tris. I modeled and maped already. My friend want to make the texture... I gonna post it as soon we finish it...
Plus, on the mod-side, your player base doesn't need to already own a source game. Granted many people already have a source game. Either way, if you use UDK the player base for your mod or game really does expand because players don't need any other games to run your mod.
I really do hope that Valve updates the way models are imported into the Source Engine, it would be a great help.
Both, however, would be even better still.
I can think of a weapon that would compliment the hat.
I had that sledgehammer installed on my work pc, looks really nice
Hell Yeah!!!!
Also, if you extend the edge of the mask into the head, you'll be able to delete the internal polys and save yourself about half of your poly count.
yeah i wanna see that too, whats the hold-up? oh right...
trying to learn zbrush's retopo with this to get the hair shape instead of just alpha's like DKK suggested, and I'm using JC Cappelletti excellent video tut, but as i haven't done retopo this way before it's taking a good few hours and on my first try i had to stop half-way and save it. (the second time zb crashed on save:poly122:) So when i re-open the first file i've got my adaptive mesh there, but i can't get back to the retopo mode?
Any help would be greatly appreciated!
I think they are working on a completely revised engine and half-life 3 right now.
here's my try. that's just the idea, I need to work alot more on it. I fear this has been done before, though. :P
if you're thinking "pyro + headband = wat?": [ame]http://www.youtube.com/watch?v=qx0Kqg0jeCo[/ame]
is there an easier way to make the head band fit around his head? I can never get it quite right manually
EDIT: Are animated hats allowed?
here's some small progress:
anything i should change from a techincal point of view?
I think i need to make the whole thing abit bigger
Like...can I use it? what size? 512x512 ok? 128x128...
And also if it is ok of using 2 chanel on the texture map...
I believe that one 64x64 map on the secont chanel for transparency is lighter than 512x512 on the same map chanel...That is my plan to save a lot of tris in my mask.
i also find it interesting that valve made sucha big deal on the readability of the characters at a distance, and now are throwing all that out with these, sure a normal "hat" wont change the shape much, but it does change the shape much.
skudz i like the slash hat, but think it woulda looked better on a thinner skinnier player like the sniper or spy/ more of a slash look
i tend to notice for the main part ppl are like
"fuck the demo man he aint gettin poop"