Soldier would make far more sense for allusions to Taxi Driver.
It's funny you mention that because I was originally going to make this model for both heavy and soldier, but when I sat down and looked at the soldier model I noticed he has a crew cut, so a mohawk would look out of place on top of a crew cut. Heavy is the only totally bald character this idea would work on. That's too bad but at least heavy looks like Zangief now.
My friend and I have a 2D model of a Heavy TF2 weapon and we dont know how to make a 3D Image out of it. The person who helps us gets 15% of the payments.
The weapon is named "Death Wish"
weapon would be crafted by: 2 Ref. Metal, 1 Unusual Scrap, 1 Loch and Load, 1 Natascha.
The effects:
Positive
~~~~~~
- Every 20 bullets a Loch n' Load bullet would be shot.
- Wearer has 15+ health
- 50%+ max amo [300 bullets]
Negative
~~~~~~
- Wearer can not be healed/Ubered while the weapon is equipped
- 10%- base bullet damage
- 10% slower deployment movement speed
My friend and I have a 2D model of a Heavy TF2 weapon and we dont know how to make a 3D Image out of it. The person who helps us gets 15% of the payments.
The weapon is named "Death Wish"
weapon would be crafted by: 2 Ref. Metal, 1 Unusual Scrap, 1 Loch and Load, 1 Natascha.
The effects:
Positive
~~~~~~
- Every 20 bullets a Loch n' Load bullet would be shot.
- Wearer has 15+ health
- 50%+ max amo [300 bullets]
Negative
~~~~~~
- Wearer can not be healed/Ubered while the weapon is equipped
- 10%- base bullet damage
- 10% slower deployment movement speed
Add us on steam:
[Me] slay3rxx_ultra
Heres the image:
Only 15% of the money for doing most of the work? You're kidding right? The most a concept should get is 10% and even then, it needs to be very well done (ie colored, correct proportions, etc)
So much awesome going on here! This is my attempt at a melee weapon for the Demoman, its a tnt plunger. I still have some work to go on it. I need to generate a quick lod set for it and the texture is still pretty WIP. Hit me up with some C&C!
Only 15% of the money for doing most of the work? You're kidding right? The most a concept should get is 10% and even then, it needs to be very well done (ie colored, correct proportions, etc)
I wouldn't put a set cap at 10%. If the concept is very strong and doesn't take long to model then they could get more.
@deadlyhydra - To make that item well well I would guess that's maybe a solid week of work. That picture tool you an afternoon?
Hey guys, I've finally started being able to have some time to start making some items. I've already modeled a mask for Scout but am having some trouble with Ambient Occlusion. I'm guessing it has to do with my bad modelling, but wanted to get some of your opinions. The UV is 256x256.
Hey guys, I've finally started being able to have some time to start making some items. I've already modeled a mask for Scout but am having some trouble with Ambient Occlusion. I'm guessing it has to do with my bad modelling, but wanted to get some of your opinions. The UV is 256x256.
When baking a 256x256 bake, use a margin of 2, not 8. Second, make sure to check "normalized". Third, do you have any lamps in the scene? If so, delete them. If you have other mesh objects in the scene other than your model, either delete them or turn off their rendering (the little camera in the scene object list thing). Note that armatures do not count as mesh objects.
When baking a 256x256 bake, use a margin of 2, not 8. Second, make sure to check "normalized". Third, do you have any lamps in the scene? If so, delete them. If you have other mesh objects in the scene other than your model, either delete them or turn off their rendering (the little camera in the scene object list thing). Note that armatures do not count as mesh objects.
Much thanks, I watched a Youtube video about it and they did not mention any of that.
I'm unsure if I'm suppose to post completed models in this thread, but this is far from complete. Can you tell me what you guys think?
This is a 3d environment. This means that after clicking the link below to see the model, you can orbit around the scene by holding left click and moving your mouse around. You can also zoom out with mouse wheel. http://www.ff6hacking.com/portfolio/shotgun/index.html
I've seen the Double Clue near the top at the steam workshop for a while now, and deservedly so I might add.
Anyway, I hope this is the right place to ask: does anyone know if it's possible to get a bone to have both jiggle and animation at the same time? Separately, I can get bones to animate, and I can get them to jiggle. But any single bone that I apply both to, simultaneously, will not show the animation, and only the jiggle instead.
So, another noob question. Right now I've got 2 styles with 2 LODs each. The tutorials I've seen only show super simple items, and I can't seem to find anything on file structures for more complicated items. Should I have a different UV texture for each LOD and Style or a single texture that I adjust the object mapping to?
Also, since I already know I'll be asking a bunch of questions I thought I'd introduce myself here a bit. (Already did as well in the Introduction thread) My name is Jake. I'm currently in college majoring in IT with a minor in Visual arts. I want to go into computer modelling but the schools I'm limited to (Georgia's HOPE scholarship) don't offer any related programs. I've already got about 5 or 6 models for hats and weapons saved but just need to get around to creating LODs and texturing them and all that good stuff. I'm using Blender and Photoshop right now, I have Maya and Mudbox but can't use them for TF2 stuff because they're student editions. But anyway, right now I'm looking for internships and networking opportunities to try to get my foot in the CG business. Hopefully within a little while I'll be much more knowledgeable and have some stuff in the Workshop! Thanks again you guys.
Some big mechanical clockwork minigun. No goddamn clue how I'd make the cogs move, but here you go! Going to try and make a classy 19th Century "bruiser" set for the Heavy.
Tried my hand at texturing for the first time. What do you guys think? Haven't finished yet, I still think it looks a bit too cartoony. I also need to figure out how to make the Alpha channel. Perspective view was on which is why it looks a bit wonky in the second image. Also, haven't gotten rid of the UV lines yet, but I will.
Long time no post! I suck! Too many projects and other junk going on, so to get back into the swing of things I decided to remake my first workshop item.
So much stuff pissed me off about it, so I needed to redux Ol' Shelly!
Still tons of small things to do, seam touch up, rig everything, compile, etc. I have never compiled with styles, are they all separate mdls? So far I assume yes, but...:poly122:
Based on an iconic cartoon character this is was mostly a fun piece that includes a hat "Sailor Man" the chin cosmetic "The Pappy" and a Cannon design based from both a 18th century ship swivel gun and a flintlock rifle.
It has all been submitted over at the TF2 Workshop so you should go check it out.
Replies
IF you like rating things: here's the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=130106928
This is what I've been actively working on for the last several weeks. Here's a link to the steam workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=130423984
It's funny you mention that because I was originally going to make this model for both heavy and soldier, but when I sat down and looked at the soldier model I noticed he has a crew cut, so a mohawk would look out of place on top of a crew cut. Heavy is the only totally bald character this idea would work on. That's too bad but at least heavy looks like Zangief now.
Pretty cool would be nice as a reskin of the basic ones, these kinda look a little like hip flasks which is pretty cool
WIP
soon i finish it.:)
remade model. remade texture
Is it just me or are those bullets facing the wrong way?
By the way, that thing looks amazing.
Thx!!!:thumbup:
video
http://youtu.be/xNEKHjHgN_M
in game
http://youtu.be/4BiRjr2T-lo
All images lead to the workshop, like all toilets lead to the sewer.
Model by Hawf, texture by Void.
Do your thing.
This man is a poet.
Also, damn fine item.
We need help on steps 3-9
[ http://www.teamfortress.com/workshop/ ]
The weapon is named "Death Wish"
weapon would be crafted by: 2 Ref. Metal, 1 Unusual Scrap, 1 Loch and Load, 1 Natascha.
The effects:
Positive
~~~~~~
- Every 20 bullets a Loch n' Load bullet would be shot.
- Wearer has 15+ health
- 50%+ max amo [300 bullets]
Negative
~~~~~~
- Wearer can not be healed/Ubered while the weapon is equipped
- 10%- base bullet damage
- 10% slower deployment movement speed
Add us on steam:
[Me] slay3rxx_ultra
Heres the image:
You can view the workshop submission here: http://steamcommunity.com/sharedfiles/filedetails/?id=135412248
Only 15% of the money for doing most of the work? You're kidding right? The most a concept should get is 10% and even then, it needs to be very well done (ie colored, correct proportions, etc)
Here is a pyro misc i've been working on, it would be my first tf2 item from scratch
new to modelling and learning how to model in blender and this is my first workshop project
hows it look?
advice for a learning blender modeller?
any suggestions/improvements for looks of this item?
Sorry for the image dump .
I wouldn't put a set cap at 10%. If the concept is very strong and doesn't take long to model then they could get more.
@deadlyhydra - To make that item well well I would guess that's maybe a solid week of work. That picture tool you an afternoon?
Those are some fine looking items. I definitely wouldn't mind outfitting my spy with these clothes!
When baking a 256x256 bake, use a margin of 2, not 8. Second, make sure to check "normalized". Third, do you have any lamps in the scene? If so, delete them. If you have other mesh objects in the scene other than your model, either delete them or turn off their rendering (the little camera in the scene object list thing). Note that armatures do not count as mesh objects.
Much thanks, I watched a Youtube video about it and they did not mention any of that.
This is a 3d environment. This means that after clicking the link below to see the model, you can orbit around the scene by holding left click and moving your mouse around. You can also zoom out with mouse wheel.
http://www.ff6hacking.com/portfolio/shotgun/index.html
This is the concept art that was made by a friend whom works at Insomniac (Ratchet & Clank) as a concept artist/environmental artist.
https://dl.dropboxusercontent.com/u/3225495/smg2.jpg
Anyway, I hope this is the right place to ask: does anyone know if it's possible to get a bone to have both jiggle and animation at the same time? Separately, I can get bones to animate, and I can get them to jiggle. But any single bone that I apply both to, simultaneously, will not show the animation, and only the jiggle instead.
Any ideas?
Always glad to help. Most of the stuff I know about blender is not from videos, but from experimentation, mostly.
Also, since I already know I'll be asking a bunch of questions I thought I'd introduce myself here a bit. (Already did as well in the Introduction thread) My name is Jake. I'm currently in college majoring in IT with a minor in Visual arts. I want to go into computer modelling but the schools I'm limited to (Georgia's HOPE scholarship) don't offer any related programs. I've already got about 5 or 6 models for hats and weapons saved but just need to get around to creating LODs and texturing them and all that good stuff. I'm using Blender and Photoshop right now, I have Maya and Mudbox but can't use them for TF2 stuff because they're student editions. But anyway, right now I'm looking for internships and networking opportunities to try to get my foot in the CG business. Hopefully within a little while I'll be much more knowledgeable and have some stuff in the Workshop! Thanks again you guys.
So here's a... Thing that I made.
Some big mechanical clockwork minigun. No goddamn clue how I'd make the cogs move, but here you go! Going to try and make a classy 19th Century "bruiser" set for the Heavy.
Edit;
Goes with this stuff, btw.
( Concept by Square )
http://steamcommunity.com/sharedfiles/filedetails/?id=139211083
http://steamcommunity.com/sharedfiles/filedetails/?id=139291289
http://steamcommunity.com/sharedfiles/filedetails/?id=139492130
Tried my hand at texturing for the first time. What do you guys think? Haven't finished yet, I still think it looks a bit too cartoony. I also need to figure out how to make the Alpha channel. Perspective view was on which is why it looks a bit wonky in the second image. Also, haven't gotten rid of the UV lines yet, but I will.
So much stuff pissed me off about it, so I needed to redux Ol' Shelly!
Still tons of small things to do, seam touch up, rig everything, compile, etc. I have never compiled with styles, are they all separate mdls? So far I assume yes, but...:poly122:
Here is the POS for a ref:
http://steamcommunity.com/sharedfiles/filedetails/?id=93930440&searchtext=OL%27+Shelly
Based on an iconic cartoon character this is was mostly a fun piece that includes a hat "Sailor Man" the chin cosmetic "The Pappy" and a Cannon design based from both a 18th century ship swivel gun and a flintlock rifle.
It has all been submitted over at the TF2 Workshop so you should go check it out.