@Evil_knevil: I don't think that any extra strokes would be neccesary, however if you look at the Snipers Panama, you'll see that its got several lines of solid colour running across the brim:
Its just a small issue, but I think it would nicer with something like these.
I've done some more detailing on the stickylauncher, I've moved the stock down as it was clipping horribly (it was right through the demos chest :O), and just added more things such as the laser site, ect.
Still very wip ATM, and I'm not sure about the name bolted on to the side of it, as well as the handle on the side of the cannister.
So what do you think? Am I going somewhere with this or should I drop it?
@Evil_knevil: I don't think that any extra strokes would be neccesary, however if you look at the Snipers Panama, you'll see that its got several lines of solid colour running across the brim:
Its just a small issue, but I think it would nicer with something like these.
I've done some more detailing on the stickylauncher, I've moved the stock down as it was clipping horribly (it was right through the demos chest :O), and just added more things such as the laser site, ect.
Still very wip ATM, and I'm not sure about the name bolted on to the side of it, as well as the handle on the side of the cannister.
So what do you think? Am I going somewhere with this or should I drop it?
How did you bake your AO? I think you could make a big improvement there. I used xNormal (same density mesh, program doesn't care) and baked.
You could also do some painting on the model, you know the squares of a slightly different hue and/or shade to make it look more tf2-ish.
I noticed that everyone wants chainsaws in TF2... there's even a map with one on!
I haven't checked exactly what was and wasn't included in the halloween update but there should be a rather poor chainsaw static prop modeled by me in there now.
I haven't checked exactly what was and wasn't included in the halloween update but there should be a rather poor chainsaw static prop modeled by me in there now.
I will try to find it. And then I will stand on it wishing I could pick it up and slaughter some Scouts.
EDIT:
It's either my blindness or it isn't there.
I found some rubber duckies and a frog tho'.
It's official, I will never finish this. Toying with the idea of just using a jigglebone'd "loose" ammo belt VS. the metal "Natascha style" feed. The whole model is just under 6k tris
aw invader fluff, i wasn't aware u were making a kurgan helmet too. I did a quick research though, but was surprised no one else gave it a go since it's pretty obvious with the demoman highlander thingy. I let it down a bit since there's already a skull helemt now, but i plan to finish it for the lulz. Anyway, i have some other models to finish before, and i don't have much time
edit : i had the idea for the futurama brainslug pretty early , and didn't take the time to finish it, someone made it too and it was released. I'm absolutly not saying it was "stolen" (there are so many ideas for tf2 hats anyway) but I felt a bit frustrated, so i made the vintage merryweather and w1n !
So, what goes around, comes around
Ouch you're right, but It can be a melee weapon for the pyro (axtingusher/extinguisher) .
If you made Pyro swing it so the nossle is what hits the enemies/allies, then perhaps a foam particle effect could be emitted on impact.
It's the only way I see it making sense that a hitting animation would extinguish.
Alternatively it could have a normal swing animation in what matter you think looks best, and then a secondary attack where he uses it. This would however require additional animations.
A melee weapon that can airblast or distinguish would be a godsend for Backburner Pyros and could plausibly make people think of them as better teamplayers with this unlock equipped.
HOWEVER, a melee weapon with a design to do more than just melee might have a harder time getting picked by Valve, it seems they tend to go for the more simple weapon designs when it comes to community contributions.
Progress! I may be done these two items, or at least very close to it - the only things I'm unsure of are the red team axe colours, specifically the leather (should the colours match, like the Blu version? does the light or the dark look better?) and the whistle (is the red whistle too desaturated? I tried to match the colour of actual brass, but I don't know if it's better than a team-yellow-ish gold colour.)
Conductor's Cowcatcher (now with flat normals):
The as-yet-unnamed rail axe:
Ingame shots:
I'm currently working on a flamethrower to complete the set, but it's proving fairly difficult, mostly because it's entirely the wrong shape to replace the standard flamethrower without new animations. Is it worth hacking the model into the normal flamethrower configuration, or should I submit my original design and let Valve deal with animation issues if they decide to use it?
Wow. Thanks man, I'm not sure if I'll use it though, a friend of mine also made me one, and he might be a little offended if I don't use his. But seriously, I didn't expect anyone to help me.
Also, yeah, it's a pretty huge gate, and I should have specified that it was a rough concept and that's roughly how I wanted it to look. But seriously, I can't thank you enough for making the effort.
Loving it Noors. Such a perfect idea to take advantage of the minigun poses and animations. Are you planning on making custom animations for individual "swipes"? Or will the heavy just hold down fire to spin the blade ala DOOM?
Hi everyone. This is my first time posting anything I have done on here. This has probably been done, but I decided to make a proton pack like weapon for the medic. After thinking about it for awhile, I figured that it probably won't be accepted by Valve because it's a bit to modern, but I decided to give it ago anyway. This is still a WIP and I only have wire frames at the moment. The tri count at the moment is 2306. I just have the pack at the moment. Any critique is greatly appreciated
@ Yamo, i didn't think too much about it, but the doom 3 chainsaw "moves" look indeed really cool so I'll try to do something similar. Thank you
[ame]http://www.youtube.com/watch?v=DrbRvuSZ674[/ame]
though the stand position for weapons in tf2 is in "high" position
lunch break test
Yeah, sniper is a pharaoh distant descendent.
This isn't really a question about modeling as such, but you know how a while back I uploaded that bonesaw replacement to FPSbanana, well the problem is that for a lot of users, its invicible, the problem seems to be mainly with the viewmode.
It works on my side, but for others its not working. The Ubersaw version works fine though, it's just the bonesaw one. Its been a problem for pretty much the last week or so and its been really anoying me. So any help on that matter would be greatly appreciated:)!
I know this is WAY too late, and I'm sorry I didn't get back sooner, but the colours were placeholders, I was just looking for model feedback, I was still experamenting at that point, hadn't even got round to UV mapping ATP (which is why the AO is bad). Soo....I guess I should've made that more clear.
I continued working on the double scoped double barrel shotgun, for which I presented some concept art a few days ago (I think it got buried because it was my first post and had to be evaluated). For now, I finished the barrels and a big part of the laser unit. I think I'm going to make it some kind of "BONK! Nuclear Battery" with some harmless leaks
Hey guys, I'm new to polycount. I'm also kind of new to the whole modeling scene, but I'm really interested in it and I really like TF2, so here I am.
Anyways, I just wanted know what to do if I want to show WIP shots of a new hat I'm making. Should I post the pics here or only post the final result here?
Replies
He loves pancakes.
Really? I always thought
Flapjacks?/\
So what do you're lumberjacks eat? Because ours eat stacks of flapjacks.
Must be a English thing...:shifty:
First Rugby, then biscuits, now pancakes.. is there anything Americans won't mis-name?!? :P
What are fishy bits?
GIve it to pyro as a joke. We ALL love that joke, and I'm sure valve has had SOME dispute about it in their own offices.
Its just a small issue, but I think it would nicer with something like these.
I've done some more detailing on the stickylauncher, I've moved the stock down as it was clipping horribly (it was right through the demos chest :O), and just added more things such as the laser site, ect.
Still very wip ATM, and I'm not sure about the name bolted on to the side of it, as well as the handle on the side of the cannister.
So what do you think? Am I going somewhere with this or should I drop it?
How did you bake your AO? I think you could make a big improvement there. I used xNormal (same density mesh, program doesn't care) and baked.
You could also do some painting on the model, you know the squares of a slightly different hue and/or shade to make it look more tf2-ish.
Looks really nice man
What's the "y" on the blade though?
http://en.wikipedia.org/wiki/Table_saw
I haven't checked exactly what was and wasn't included in the halloween update but there should be a rather poor chainsaw static prop modeled by me in there now.
EDIT:
It's either my blindness or it isn't there.
I found some rubber duckies and a frog tho'.
Lol me too
edit : i had the idea for the futurama brainslug pretty early , and didn't take the time to finish it, someone made it too and it was released. I'm absolutly not saying it was "stolen" (there are so many ideas for tf2 hats anyway) but I felt a bit frustrated, so i made the vintage merryweather and w1n !
So, what goes around, comes around
Why isn't the green liquid on the end, red?
But there's all this fun white foam :poly108:
Ouch you're right, but It can be a melee weapon for the pyro (axtingusher/extinguisher) .
It's the only way I see it making sense that a hitting animation would extinguish.
Alternatively it could have a normal swing animation in what matter you think looks best, and then a secondary attack where he uses it. This would however require additional animations.
A melee weapon that can airblast or distinguish would be a godsend for Backburner Pyros and could plausibly make people think of them as better teamplayers with this unlock equipped.
HOWEVER, a melee weapon with a design to do more than just melee might have a harder time getting picked by Valve, it seems they tend to go for the more simple weapon designs when it comes to community contributions.
If you're not comfortable making giant bones like those, then you could make them bamboo sticks or something.
The dimensions are in Hammer Units. It's meant to be a big gate if that's possible for you to make.
BTW 615 x 210 Hammer Units?? Really big gate...
Also your concept dimensions are off by quite a bit it should be roughly 3x as wide as it is tall.
I got to work with a few min to spare and made this, use it if you want, don't bother crediting me.
The Mesh: http://dl.dropbox.com/u/2336353/BoneGateThing00.obj
It's up to you to make a material and the necessary source files.
Yes, I wondered about the gate's size because the biggest standard spawn doors in TF2 are measuring about 96 * 192 HU I think.
Conductor's Cowcatcher (now with flat normals):
The as-yet-unnamed rail axe:
Ingame shots:
I'm currently working on a flamethrower to complete the set, but it's proving fairly difficult, mostly because it's entirely the wrong shape to replace the standard flamethrower without new animations. Is it worth hacking the model into the normal flamethrower configuration, or should I submit my original design and let Valve deal with animation issues if they decide to use it?
Also, yeah, it's a pretty huge gate, and I should have specified that it was a rough concept and that's roughly how I wanted it to look. But seriously, I can't thank you enough for making the effort.
Not a lot of change, but optimization. I call the modeling done \o/
5800 tris, the teeth taking 1200
DAAAAAAAAAAAAAAAAAAAAAAY-
Wait for it.
UUUUUUUUUUUUMMMMMMMMMMMMMMMMMMMM.
[ame]http://www.youtube.com/watch?v=DrbRvuSZ674[/ame]
though the stand position for weapons in tf2 is in "high" position
lunch break test
Yeah, sniper is a pharaoh distant descendent.
It works on my side, but for others its not working. The Ubersaw version works fine though, it's just the bonesaw one. Its been a problem for pretty much the last week or so and its been really anoying me. So any help on that matter would be greatly appreciated:)!
@Nordahl:
I know this is WAY too late, and I'm sorry I didn't get back sooner, but the colours were placeholders, I was just looking for model feedback, I was still experamenting at that point, hadn't even got round to UV mapping ATP (which is why the AO is bad). Soo....I guess I should've made that more clear.
I continued working on the double scoped double barrel shotgun, for which I presented some concept art a few days ago (I think it got buried because it was my first post and had to be evaluated). For now, I finished the barrels and a big part of the laser unit. I think I'm going to make it some kind of "BONK! Nuclear Battery" with some harmless leaks
Anyways, I just wanted know what to do if I want to show WIP shots of a new hat I'm making. Should I post the pics here or only post the final result here?