Vig that animation looks totally badass and the concept itself of the weapon type.
Davidson i would get rid of the tube that had "freeze o matic" written , the black and the white part where it is written , it is making the fps view too busy imo and the clean main shape would be much more appealing and you would be able to do some cool texturing there .
well that is now the last of my worries. I made the whole hand using as reference the world model with its world bones..
Just a minute ago I found and decompiled the VIEW model with it's view bones.. they don't match at all. I have to do two versions, one for each set of bones.
On the bright side, the view model of the gunslinger and my replacement have almost the same polycount
I think the golden texturing is another part of the Wrench, not the main .vtf
@autokey don't worry about it - it wouldn't have looked any good if I did it
I also had an idea for a Rudolph thing for the Scout... maybe I could do Jack Frost for the Spy?
Haha, now you're just trying to make me feel bad! Made these last night after I made the mistletoe :P
@ vig
thx!
@ Autokey
thx
I like the first one more, i guess the horns should be made out of some kind fabric material. The Nose might be better more close on the nose and straps that go behind his ears.
Davidson i would get rid of the tube that had "freeze o matic" written , the black and the white part where it is written , it is making the fps view too busy imo and the clean main shape would be much more appealing and you would be able to do some cool texturing there .
I think that tube shape is pretty important, makes a nice connection from main shape to tube and metal cylinder. What i see could look busy in FPV is the text written on it, its high contrast and will look very squeezed from that view. Might just change the color of it.
@Dire_luck: Had a play around with the handle, I rather like that one myself now. I played with the length too but it's going to be easier to sort that out on the model I guess.
@a_gentleman: I do like the look of the rail, but everything I've seen out there points to it being too modern. The gun with the full length stock is the Frontier Justice, for reference. I don't want to use a full stock because it may make the gun look more like a rifle, given who's going to carry it around.
@Vig: I did kinda think that myself with the 4th one, it's probably the Aliens pulse rifle's fault... Extending the barrel out the front seems to help, and hopefully it won't be so bulky in 3D. I don't really like the detailing on 3, since the stuff at the back of the gun makes a front sight look odd.
To me it looks like that cover over the inlet of the wood chipper is going to make any loading animation look awkward given how short the conveyor is. The wood going in looks rather clean and regular too.
I think you can tweak how animations play via the QC (there's an fps command for play rate), but it'll take some experimentation, I don't think I've seen Valve use that in anything I've decompiled.
@Davision3D: Personally I'd do away with the front sight, since the rest of the gun gets in the way of it.
@autokey: I've had a little play with handle designs, any thoughts? I think you want something between the two for reindeer antlers, the left one seems too much like moose...
I did a few more sketches based on what you guys were saying, the top gun is the last gun from the first batch:
The sketch on the left is the front profile of the end detailing, though it might be a bit hard to make out...oops.
I'm probably going to get to work building these bits now, since I need to find out if Vig's comment about the front end seeming sci-fi-ish is there in the 3D version. The placement of the front end components is going to be easier to play around with in 3D too.
I agree that it looks like a moose, Elb! I thought the same thing. But if you google reindeer antlers hat, it comes back with mostly stuff like that. It's weird. And I think I like the top right handle concept with the smooth grip and wide base
does anyone know how to edit a phong map? Or at least disable it in the vmt. I want to remove all of the shine on my weapon but i dont have photoshop to edit the map.
does anyone know how to edit a phong map? Or at least disable it in the vmt. I want to remove all of the shine on my weapon but i dont have photoshop to edit the map.
You can just open up your VMT and delete any line that has "phong" in it
@Vig: I did kinda think that myself with the 4th one, it's probably the Aliens pulse rifle's fault... Extending the barrel out the front seems to help, and hopefully it won't be so bulky in 3D. I don't really like the detailing on 3, since the stuff at the back of the gun makes a front sight look odd.
True, I guess the front of the barrel on the V model perspective.
To me it looks like that cover over the inlet of the wood chipper is going to make any loading animation look awkward given how short the conveyor is. The wood going in looks rather clean and regular too.
There are two ways to handle that.
1) Cheese out and have it dip off camera and come back loaded. Lame if you ask me and probably not what I'll do.
2) I put a bone in the conveyor belt/feeder bucket, to swing it down and away which gives enough room for the heavy to load a log in. He might have to the cover up with the edge of the log as he puts it in, or as part of the feeder bucket lowering I can add a little lever that pushes the cover up.
As for the texture on the log, its been stripped of its bark, a pretty common practice (its how beauty bark is made). With the bark on it was pretty dark and blended in, so I thought a lighter color would contrast and help players keep track of their ammo without having to focus on it too much?
I think you can tweak how animations play via the QC (there's an fps command for play rate), but it'll take some experimentation, I don't think I've seen Valve use that in anything I've decompiled.
Yea I think they run at 24fps, either way its easy to speed them up or slow them down to get rid of the wagon wheel effect.
Woa... that's neat! Too bad I didn't see that earlier. Humm... might have to go back to the paul bunion beanie idea, or the ear flap hat. I'm not terribly broken up about doing another hat, it took maybe 2-3 hours total to make.
It's supposed to be a lever action grenade launcher using the Scattergun Anims. 1st version is the second one I tried and I think that it looks kind of better than the second one, but I'm not sure. They're both around 7k polys. Also, the ammo thing I made for it.
@Vig: Well since you've thought about the reload already I'll keep my mouth shut now and see how you do it...
I guess it depends on the type of chipper you're basing it on then, I just couldn't recall a case of seeing one where the operators bothered debarking beforehand. I agree about the lighter shade being easier to see though, hadn't thought about it that way.
From what I've seen the animations are usually 30 fps, it turns up in everything I've decompiled.
It wasn't a particularly hard hat (bad pun alert :poly122:) for me to make either. The inevitable duplicates is part of the reason I've made more guns than hats. You're going to be doing battle with Noors for the ear-flapped hat too...
@dire_luck: I'm going to be glad when it's done too, because then I can make other nice things!
@Colonel88: 7k seems like a high polycount given the detail level, and the barrel size makes it feel a tad front-heavy to me. How big is the projectile compared to the gun itself?
Damn it Autokey. I've been planning to do antlers like that for a few weeks. Even though what I was planning was a bit different I still don't like modeling hats when I know someone has already done it.
Am I the only one that saw this and immediately thought "it needs egg dripping down his face, with a bit of egg white jiggling from the edges of the shell"? :poly142:
Could also do a "golden egg" version of it. :poly121:
I'm actually coming up with a list of hats that I want to take a stab at. Gotta get back from the short trip I'm on and get some stuff together. I'll post up when I've got some mock-ups made up. (Gotta also 'key my eye on the prize' currently and keep up to speed with finding a new fx job. :poly136:)
@Elbagast Well its not really a typical chipper but more like "a mini portable mill that processes logs" ...into stakes. I was going to call it a mini-mill but that sounded kind of lame, like Mini-Mall I could duct tape a small rat dog in a sparkly purse to the log and add a candy coated phone that played annoying ring tones... but peta would probably get their panties in a twist.
Chipper has a bit of danger to it "good way to dispose of a body and lose a limb all at the same time"
Still more work to do on it, thanks for all the input guys its given me some great ideas.
@Vig: Well since you've thought about the reload already I'll keep my mouth shut now and see how you do it...
I guess it depends on the type of chipper you're basing it on then, I just couldn't recall a case of seeing one where the operators bothered debarking beforehand. I agree about the lighter shade being easier to see though, hadn't thought about it that way.
From what I've seen the animations are usually 30 fps, it turns up in everything I've decompiled.
It wasn't a particularly hard hat (bad pun alert :poly122:) for me to make either. The inevitable duplicates is part of the reason I've made more guns than hats. You're going to be doing battle with Noors for the ear-flapped hat too...
@dire_luck: I'm going to be glad when it's done too, because then I can make other nice things!
@Colonel88: 7k seems like a high polycount given the detail level, and the barrel size makes it feel a tad front-heavy to me. How big is the projectile compared to the gun itself?
The barrel is that heavy because if it was too skinny then the Scout's grip is slightly slanted because the wooden handguard is too. I originally thought of making the handgrip, but then scrapped it because it looked ugly.
The projectile is like this. I also cut down the polys on the gun; turns out I didn't need to use 18 sided 21 sectioned pipes. Anything else I need to add? I'm going for that steam style look.
Also, I would appreciate if anyone told me how to make handgrips, like when you make a melee weapon with some duct tape around the handle, how do you make it wind around the handle? I've looked online and found out the pathdeform thing, it's how I make my pipes, but it works like crap for the rectangular tape I make. Lots of clipping if I try to wind it around or slant it.
Ooookaaayyyy, ive moved up the blade and connected it to the main part now, ive also completely redone the handle to make it look a more like a coping saws handle.
Heres a few silhouettes to compare from:
The handle is also going to wooden. Unfortunately, the model did an Ubersaw and stained itself red. (At least my one did).
And ive still got a few clipping issues.
So what do you think, is this an improvement on the old one or should I rethink it some more?
@ColonelBD: Looks much better than the old one, in my opinion @treythepunkid: I am loving this. What's the tri count up to? And can we see it from the front?
Ok, submitted the Missiletoe, and now it's on to the next one.
@AGuyCalledSpyke: I was actually going to make this an all-class hat, but after making the missiletoe, it was kind of a pain. And I agree it fits the scout best @Davision3D:
Thanks, Dav! Good idea with the strap for the nose
OK, a couple of things-
1) how do you make sure it is the right size to fit on the classes head while you are making it?
2) If anyone uses Carrara 6, how do I export textures?
I love all the stuff you guys are making. It's great!
I'm having issues trying to get jigglebones working in my qc file. I've looked around and can't find out why GUIStudio is giving me errors.
This is the error:
ERROR: $jigglebone: invalid syntax '$jigglebone'
ERROR: Aborted Processing on 'Engineer_PomPom/Engineer_PomPom.mdl'
@treythepunkid Thats a pretty cool idea for a spy misc. One thing about it keeps bothering me though. It looks like the bread and wine bottle are about to fall out at any moment.I'm assuming it is made out of cloth as well. If that is correct, then the carrier looks a little too solid and not under any stress from the item's weight.
On an unrelated note, do you think that you could release the Engy's Bar-B-Que hat for the Pyro? I'm just Imagining how awesome that would be in conjuction with Swizzle's T-Bone steak weapon (Or as my friend called it, the Ax-steak-uisher)
Replies
Davidson i would get rid of the tube that had "freeze o matic" written , the black and the white part where it is written , it is making the fps view too busy imo and the clean main shape would be much more appealing and you would be able to do some cool texturing there .
I think the golden texturing is another part of the Wrench, not the main .vtf
"I think"
Haha, now you're just trying to make me feel bad! Made these last night after I made the mistletoe :P
Which do you guys like better?
thx!
@ Autokey
thx
I like the first one more, i guess the horns should be made out of some kind fabric material. The Nose might be better more close on the nose and straps that go behind his ears. I think that tube shape is pretty important, makes a nice connection from main shape to tube and metal cylinder. What i see could look busy in FPV is the text written on it, its high contrast and will look very squeezed from that view. Might just change the color of it.
@a_gentleman: I do like the look of the rail, but everything I've seen out there points to it being too modern. The gun with the full length stock is the Frontier Justice, for reference. I don't want to use a full stock because it may make the gun look more like a rifle, given who's going to carry it around.
@Vig: I did kinda think that myself with the 4th one, it's probably the Aliens pulse rifle's fault... Extending the barrel out the front seems to help, and hopefully it won't be so bulky in 3D. I don't really like the detailing on 3, since the stuff at the back of the gun makes a front sight look odd.
To me it looks like that cover over the inlet of the wood chipper is going to make any loading animation look awkward given how short the conveyor is. The wood going in looks rather clean and regular too.
I think you can tweak how animations play via the QC (there's an fps command for play rate), but it'll take some experimentation, I don't think I've seen Valve use that in anything I've decompiled.
Waaaaaaay ahead of you with the hat though...
@GoLDeN: Nice texture there!
@Davision3D: Personally I'd do away with the front sight, since the rest of the gun gets in the way of it.
@autokey: I've had a little play with handle designs, any thoughts? I think you want something between the two for reindeer antlers, the left one seems too much like moose...
I did a few more sketches based on what you guys were saying, the top gun is the last gun from the first batch:
The sketch on the left is the front profile of the end detailing, though it might be a bit hard to make out...oops.
I'm probably going to get to work building these bits now, since I need to find out if Vig's comment about the front end seeming sci-fi-ish is there in the 3D version. The placement of the front end components is going to be easier to play around with in 3D too.
You can just open up your VMT and delete any line that has "phong" in it
There are two ways to handle that.
1) Cheese out and have it dip off camera and come back loaded. Lame if you ask me and probably not what I'll do.
2) I put a bone in the conveyor belt/feeder bucket, to swing it down and away which gives enough room for the heavy to load a log in. He might have to the cover up with the edge of the log as he puts it in, or as part of the feeder bucket lowering I can add a little lever that pushes the cover up.
As for the texture on the log, its been stripped of its bark, a pretty common practice (its how beauty bark is made). With the bark on it was pretty dark and blended in, so I thought a lighter color would contrast and help players keep track of their ammo without having to focus on it too much?
Yea I think they run at 24fps, either way its easy to speed them up or slow them down to get rid of the wagon wheel effect.
Woa... that's neat! Too bad I didn't see that earlier. Humm... might have to go back to the paul bunion beanie idea, or the ear flap hat. I'm not terribly broken up about doing another hat, it took maybe 2-3 hours total to make.
@ Elbagast: I'm gonna vote for #3. I can't wait till you finally make this shotgun.
First version
I guess it depends on the type of chipper you're basing it on then, I just couldn't recall a case of seeing one where the operators bothered debarking beforehand. I agree about the lighter shade being easier to see though, hadn't thought about it that way.
From what I've seen the animations are usually 30 fps, it turns up in everything I've decompiled.
It wasn't a particularly hard hat (bad pun alert :poly122:) for me to make either. The inevitable duplicates is part of the reason I've made more guns than hats. You're going to be doing battle with Noors for the ear-flapped hat too...
@dire_luck: I'm going to be glad when it's done too, because then I can make other nice things!
@Colonel88: 7k seems like a high polycount given the detail level, and the barrel size makes it feel a tad front-heavy to me. How big is the projectile compared to the gun itself?
Small axe concept
and a quick render for you guys as well
Am I the only one that saw this and immediately thought "it needs egg dripping down his face, with a bit of egg white jiggling from the edges of the shell"? :poly142:
Could also do a "golden egg" version of it. :poly121:
I'm actually coming up with a list of hats that I want to take a stab at. Gotta get back from the short trip I'm on and get some stuff together. I'll post up when I've got some mock-ups made up. (Gotta also 'key my eye on the prize' currently and keep up to speed with finding a new fx job. :poly136:)
Ooooh.
May I have the texture files for that when you start texturing? It would seem like such fun to mess around with!
Not in an offensive way, in a good, creative way!
Here is a little misc item i am working on for the spy.
Hope you like it!
Chipper has a bit of danger to it "good way to dispose of a body and lose a limb all at the same time"
Still more work to do on it, thanks for all the input guys its given me some great ideas.
@treythepunkid: That's awesome! I really like it
@AGuyCalledSpyke: I was actually planning to make it an all-class hat
I had that idea, but for some reason i reject it
-
Wich variant is better?
[ame]http://www.youtube.com/watch?v=rfGBzlBQ_SU[/ame]
The barrel is that heavy because if it was too skinny then the Scout's grip is slightly slanted because the wooden handguard is too. I originally thought of making the handgrip, but then scrapped it because it looked ugly.
The projectile is like this. I also cut down the polys on the gun; turns out I didn't need to use 18 sided 21 sectioned pipes. Anything else I need to add? I'm going for that steam style look.
Also, I would appreciate if anyone told me how to make handgrips, like when you make a melee weapon with some duct tape around the handle, how do you make it wind around the handle? I've looked online and found out the pathdeform thing, it's how I make my pipes, but it works like crap for the rectangular tape I make. Lots of clipping if I try to wind it around or slant it.
Otherwise good work :P
ok submitted, wish me luck...and on to the next one.
Heres a few silhouettes to compare from:
The handle is also going to wooden. Unfortunately, the model did an Ubersaw and stained itself red. (At least my one did).
And ive still got a few clipping issues.
So what do you think, is this an improvement on the old one or should I rethink it some more?
Added the cheese. Thinking about adding some pins or buttons on the front strap to make it less boring from the front.
@treythepunkid: I am loving this. What's the tri count up to? And can we see it from the front?
Ok, submitted the Missiletoe, and now it's on to the next one.
@AGuyCalledSpyke: I was actually going to make this an all-class hat, but after making the missiletoe, it was kind of a pain. And I agree it fits the scout best
@Davision3D:
Thanks, Dav! Good idea with the strap for the nose
http://www.fpsbanana.com/skins/103958
Edit: i also submitted it to valve.
1) how do you make sure it is the right size to fit on the classes head while you are making it?
2) If anyone uses Carrara 6, how do I export textures?
http://www.xavierck.com/polypack.html it looks like swizzle medic hat for the polypack contest...still cool
I'm having issues trying to get jigglebones working in my qc file. I've looked around and can't find out why GUIStudio is giving me errors.
This is the error:
ERROR: $jigglebone: invalid syntax '$jigglebone'
ERROR: Aborted Processing on 'Engineer_PomPom/Engineer_PomPom.mdl'
This is my entire qc file.
$modelname "Engineer_PomPom/Engineer_PomPom.mdl"
$model "Body" "Engineer_PomPom.smd"
$cdmaterials "models/Engineer_PomPom"
$sequence idle "Engineer_PomPom_idle.smd" fps 30.00
$jigglebone "jiggle1" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle2" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle3" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle4" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle5" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle6" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle7" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$jigglebone "jiggle8" {
is_flexible {
yaw_stiffness 50
yaw_damping .1
pitch_stiffness 50
pitch_damping .1
along_stiffness 50
along_damping .1
length 15
tip_mass 0
angle_constraint 10
}
$collisionmodel "Engineer_PomPom_phys.smd" {
$concave
$mass 4.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
$keyvalues { prop_data { "base" "cloth.Small" } }
Any ideas?
i knew this style of helmet had already been made a couple of times before i started, but none of them were ever publicly released.
you arent closing all your curly braces, their should be two at the end of each bone.
(though honestly I do prefer Swizzle's version a little)
The Smoking Bandit is designed for all classes. It can be used with other hats just like the medic mask. Comments and suggestions please.
By the way, the box that is right of the cheese is a pack of cigarettes.
On an unrelated note, do you think that you could release the Engy's Bar-B-Que hat for the Pyro? I'm just Imagining how awesome that would be in conjuction with Swizzle's T-Bone steak weapon (Or as my friend called it, the Ax-steak-uisher)