There are some really awesome weapons and hat ideas in this thread.
I've been planning to make a weapon for TF2 for a while and I've drawn up a flame guitar for the Pyro that I'll be modeling. The problem is I'm kind of worried that it doesn't fit the TF2 theme.
Decided to temporary put my scout reverse hat on hold because someone requested this on another board and since it's thanksgiving themed I should probably get this done soon.
Using the scout to render but I tested it on all class models to make sure it fits everyone.
Again this isn't fully textured. Just using scene materials to get any crits from anyone before I finalize.
Here is the concept. Not 100% following it as the bones would be too high poly to get the same effect.
There are some really awesome weapons and hat ideas in this thread.
I've been planning to make a weapon for TF2 for a while and I've drawn up a flame guitar for the Pyro that I'll be modeling. The problem is I'm kind of worried that it doesn't fit the TF2 theme.
What do you guys think, is it TF2ish enough?
Really cool and strong concept !
gonna be great ! Maybe more gaz pipes or bigger pipes at the bottom, the valve
Hello everybody!
You guys really got some fantastic entries here! i especially enjoy to watch the new engi-claw development right now.
Keep it up!
i thought i present some of my own work as well.
to start off, heres a recent hat of mine: The BOOMJAH
1133 tris 8/
256 pix. color/normal/paintalpha
(the ocher-tone parts are paintable)
Hope you like it.
btw. are there any lightwaver here? i do have some truble exporting bones properly.
Sure could use some lead there
I think you should make that strap a bit more interesting. I don't know how they work, but isn't one of a higher ranking more ornamented?
@Idletard: your script! worked. But it's now imported without textures. I noticed this in other of your scripts (engineer_recompile.QCI, which is referred in the QC I have to use to compile)
I guess I have to replace that with the name of my own VMT and VTFs
Do you know where I have to paste my own materials and how to call them?
For your textures to appear you can do two things. If you look at the beginning of the engineer_recompile.qci you'll notice a $cdmaterials command pointing to the "models/player/engineer" folder, that's where the engine will look for the textures. You can add another $cdmaterials pointing to the place you already have the textures for your gunslinger, or move the textures to that location and edit the .VMT accordingly.
For the $texturegroup command, replace the "engineer_mech" ones with the name of your .VMT in the first two lines and leave the "engineer_red_invun" and "engineer_blue_invun" in the last lines.
There are some really awesome weapons and hat ideas in this thread.
I've been planning to make a weapon for TF2 for a while and I've drawn up a flame guitar for the Pyro that I'll be modeling. The problem is I'm kind of worried that it doesn't fit the TF2 theme.
What do you guys think, is it TF2ish enough?
this is just great, i love it. maybe i can make a Mohawk hat for the pyro and send it to you
I can't . This is the worldmodel, but i still have to do the viewmodel, which has different proportions and bones,
and that texture still needs some AO
Looking good nordahl! You could probably spare a couple triangles to round out the brim a little more, but otherwise awesome
Edit: Misunderstood, thought you were concerned about an abundance of polys.
I also think my hat needs to be stylized a little bit more, but I'm having a hard time finding the appropriate brush(es).
I can't . This is the worldmodel, but i still have to do the viewmodel, which has different proportions and bones,
and that texture still needs some AO
Added some of the suggestions, did a little work on the reload animation and some more texture work.
Pretty cool there mate! xD
What does it say? "Lovin/Lorin something"?
Unrelated to his weapon, what method do you guys use to view your models in-game, or what they would appear to be in-game?
I'm having trouble with the Source SDK Model Viewer, and have no idea how to convert my .psd to .vtf
Added some of the suggestions, did a little work on the reload animation and some more texture work.
Looking great Vig. I'm not a fan of that green all over the metal parts though. Not sure what to suggest for that though and it's all personal preference really. Maybe the Grey/Brown team colors at the bottom of the team swatches would be better or some more desaturated color.
Now can somebody point me out a good tutorial to help me do the animations? what I need are the first person view hands so I can fit the model around them and also the animations so I can get started on working on mine
Thank you
You really should have that wrench as floating geometry. It's a huge waste of triangles to cut up that cylinder like that. Here's a visual courtesy of Racer.
Current texture status
I wish someone would make a good tutorial for that patchy metal style
I've been studying the Black box texture and I just can't seem to get it right.
You really should have that wrench as floating geometry. It's a huge waste of triangles to cut up that cylinder like that. Here's a visual courtesy of Racer.
Zipfinator: so as i understand from this point i just need to detach the the wrench and leave it float ? But i will still need to cut the cylinder to keep it tri'd or poly'd.
Zipfinator: so as i understand from this point i just need to detach the the wrench and leave it float ? But i will still need to cut the cylinder to keep it tri'd or poly'd.
Detach the wrench and make the cylinder quads or tris. Polygons can have any amount of edges. Source and most engines need quads or tris.
Here's a good way to cut up a cylinder, courtesy of Racer again.
Hello everybody!
You guys really got some fantastic entries here! i especially enjoy to watch the new engi-claw development right now.
Keep it up!
i thought i present some of my own work as well.
to start off, heres a recent hat of mine: The BOOMJAH
1133 tris 8/
256 pix. color/normal/paintalpha
(the ocher-tone parts are paintable)
Hope you like it.
btw. are there any lightwaver here? i do have some truble exporting bones properly.
Sure could use some lead there
1-thanks for enjoy my hand
2-that's an awesome hat
3- I can't help you with lightwave
Idletard, I have one more question for you.
I'm going to start with the C_engineer_arms replacement, Did you write all the scripts you use or there is some site (or tf2 folder) where I can find the ones I'm looking for?
Genic - interesting hat... using normals for the braids would be fine but I might take off the normals on the folds of the cloth - valve tends to ignore small details like that; normals are only used when the detail is needed such as on the ambassador or exaggerated folds on the characters
Finishing this hat up although I'm debating whether or not to dabble a little snow on
Replies
I've been planning to make a weapon for TF2 for a while and I've drawn up a flame guitar for the Pyro that I'll be modeling. The problem is I'm kind of worried that it doesn't fit the TF2 theme.
What do you guys think, is it TF2ish enough?
Using the scout to render but I tested it on all class models to make sure it fits everyone.
Again this isn't fully textured. Just using scene materials to get any crits from anyone before I finalize.
Here is the concept. Not 100% following it as the bones would be too high poly to get the same effect.
And here is the hat so far:
Really cool and strong concept !
gonna be great ! Maybe more gaz pipes or bigger pipes at the bottom, the valve
You guys really got some fantastic entries here! i especially enjoy to watch the new engi-claw development right now.
Keep it up!
i thought i present some of my own work as well.
to start off, heres a recent hat of mine: The BOOMJAH
1133 tris 8/
256 pix. color/normal/paintalpha
(the ocher-tone parts are paintable)
Hope you like it.
btw. are there any lightwaver here? i do have some truble exporting bones properly.
Sure could use some lead there
Not to act like a dick but... http://www.fpsbanana.com/skins/77265
Still, you making it allclass and all is cooler.
For your textures to appear you can do two things. If you look at the beginning of the engineer_recompile.qci you'll notice a $cdmaterials command pointing to the "models/player/engineer" folder, that's where the engine will look for the textures. You can add another $cdmaterials pointing to the place you already have the textures for your gunslinger, or move the textures to that location and edit the .VMT accordingly.
For the $texturegroup command, replace the "engineer_mech" ones with the name of your .VMT in the first two lines and leave the "engineer_red_invun" and "engineer_blue_invun" in the last lines.
this is just great, i love it. maybe i can make a Mohawk hat for the pyro and send it to you
and that texture still needs some AO
I also think my hat needs to be stylized a little bit more, but I'm having a hard time finding the appropriate brush(es).
Also the tassel thread, maybe tone it down in terms of vibrancy, so that Cross stands out more?
The AO turned out really well! I'm not sure what you have in mind for stylizing, looks pretty good as-is, but I'd like to see what you have in mind
oops I forgot that part
Glad to see it was of use to you. Looking good!
(sorry I have no idea, but this really looks nice )
Added some of the suggestions, did a little work on the reload animation and some more texture work.
Looking nice Vig ! I'm loving it !
Will there be hands in the animation?
If so, that will make it a lot better!
at the end of the day, all the faces in your model have to be tris or polys. If the wrench is the same piece you can detach it
Pretty cool there mate! xD
What does it say? "Lovin/Lorin something"?
Unrelated to his weapon, what method do you guys use to view your models in-game, or what they would appear to be in-game?
I'm having trouble with the Source SDK Model Viewer, and have no idea how to convert my .psd to .vtf
Thanks, got that problem solved. Now to the model viewer.
I can't select Team Fortress 2, might you know why?
http://secretoptionf.wordpress.com/2009/11/08/make-your-pwn-custom-weapons-in-tf2/
Looking great Vig. I'm not a fan of that green all over the metal parts though. Not sure what to suggest for that though and it's all personal preference really. Maybe the Grey/Brown team colors at the bottom of the team swatches would be better or some more desaturated color.
Now can somebody point me out a good tutorial to help me do the animations? what I need are the first person view hands so I can fit the model around them and also the animations so I can get started on working on mine
Thank you
The red sight is now the team neutral yellow and I believe it has been submitted.
Model by Sparkwire, texture by me.
"The Saboteur's Snub."
I wish someone would make a good tutorial for that patchy metal style
I've been studying the Black box texture and I just can't seem to get it right.
suggestions?
Looks great, you might want to explode your gun before baking the AO otherwise you'll get some noticeable black areas.
Zipfinator: so as i understand from this point i just need to detach the the wrench and leave it float ? But i will still need to cut the cylinder to keep it tri'd or poly'd.
Detach the wrench and make the cylinder quads or tris. Polygons can have any amount of edges. Source and most engines need quads or tris.
Here's a good way to cut up a cylinder, courtesy of Racer again.
Any critiques/comments? My biggest concern is that the ammo box might be too detailed, but I think it's pretty much done
I should make a model when I get a chance
Daww. I searched FPSB for "Turkey" to check if it was done but not chicken.
Luckily that hat and mine are different enough so it doesn't matter to me.
Valve already has a ton of top hat variants. :poly142:
Don't worry, your hat is better anyway.
2-that's an awesome hat
3- I can't help you with lightwave
I'm trying to get the idle pose of the spy so I can get the gun to work better but I can't do it
I'm going to start with the C_engineer_arms replacement, Did you write all the scripts you use or there is some site (or tf2 folder) where I can find the ones I'm looking for?
Finishing this hat up although I'm debating whether or not to dabble a little snow on