I've added more joints since this to affect the shoulder area. I'll upload more of it's progression tomorrow. But alas my overdue bed is calling me once again. I'm off on holidays in a few days so not sure if i'll get it done before then... since it's all a learning escapade! xD
Any thoughts on the tongue? (I had a strap on the bottom before, but both looked too busy). Gonna try and make it jiggly and the solid ping-pong eyeballs bounce around....*hopefully*. Any links for nice tuts would be great and appreciated.
@Svdl: His mouth looks a bit weird, although I'm not quite sure why, theres just something about the mouth area, or maybe it's just me. Anyway, keep it up, I'm sure it'll look awesome when finished (even without the whiskered gentleman)
Got some more work done on this:
Gonna keep tweaking the textures until I'm satisfied.
That's some sexy texturing right there. I think it would be cool if any non-backstab hit would punch with the brass knuckle handle, but I guess that's more up to Valve than anyone else.
I know, someone made a headcrab before on TF2, but that was before the contribute site was up and it was just a 1:1 copy of the crap and textures itself. Well basicly I did the same, but i edited the model so that it was within the limit of a hat. ( 880 Poly has the classic headcrab, this one has about 780 now) I also edited the texture so that it fits more into the TF2 Paintshaded Style. It's still unfinished and this is just a preview from maya, not from source engine, but i will do my best to make this crab looks good :P. I also am aware that this would be a second alien hat then. ^^ But i just make this for fun , so as most ppl here do.
Can anyone give e a tip on under what name the Sydney Sleeper c_model is saved in the models folder (because I can't find dartgun even though that's the name of the texture)
I just need that pointer so I can see how the c_model is rigged and rig my Sniper rifle accordingly.
Just as heads up I'm trying to make an improved reboot of my Polycount Sniper rifle
i.e this piece of crap
I thought my idea was good but it definitely needed some refining to both fit into TF2 style and quality.
I'm still going for a pair of Binoculars attached to a rifle but it is definitely going to be attached differently.
and this time no blatant copying of the TF2 Sniper Rifle
@Ryu Ookami: You might want to give it a higher res texture as it's looking really blurry imo. Also, it's pretty small, but if that's what you're going for then it's alright
@Sharkisss: You have to uncheck Show Overlapping geometry, which is whats causing all the red stuff. Or you could delete the mirrored geometry, render the UVs and then mirror the geometry again. I assume that's what you want to fix anyway.
@The Scrub: It's in team fortress 2 materials.gcf -> models/weapons/c_models and its called c_dartgun (it's not in a folder), I think thats the one anyway.
Getting close to calling this done, will post some ingame screens later (hopefully).
@Ryu Ookami: You might want to give it a higher res texture as it's looking really blurry imo. Also, it's pretty small, but if that's what you're going for then it's alright
@Sharkisss: You have to uncheck Show Overlapping geometry, which is whats causing all the red stuff. Or you could delete the mirrored geometry, render the UVs and then mirror the geometry again. I assume that's what you want to fix anyway.
@The Scrub: It's in team fortress 2 materials.gcf -> models/weapons/c_models and its called c_dartgun (it's not in a folder), I think thats the one anyway.
Getting close to calling this done, will post some ingame screens later (hopefully).
thanks!
And I was obsessively scrolling through the folders :poly122:
@Ryu Ookami: You might want to give it a higher res texture as it's looking really blurry imo. Also, it's pretty small, but if that's what you're going for then it's alright
@Sharkisss: You have to uncheck Show Overlapping geometry, which is whats causing all the red stuff. Or you could delete the mirrored geometry, render the UVs and then mirror the geometry again. I assume that's what you want to fix anyway.
@The Scrub: It's in team fortress 2 materials.gcf -> models/weapons/c_models and its called c_dartgun (it's not in a folder), I think thats the one anyway.
Getting close to calling this done, will post some ingame screens later (hopefully).
Now you've done it! It's bloody perfect! Now all you need is an awesome name.
Maybe add some more rust around the broken parts?
@Ryu Ookami: You might want to give it a higher res texture as it's looking really blurry imo. Also, it's pretty small, but if that's what you're going for then it's alright
yeah, basicly the recommaded Texture Size for it, (256x256) is defy too low. I also don't wanne use the original Texture only, thats why i also blurred it a bit, I even tried out a Cutoff filter on the original, but that style is too extrem then.
@Ryu Ookami: You might want to give it a higher res texture as it's looking really blurry imo. Also, it's pretty small, but if that's what you're going for then it's alright
@Sharkisss: You have to uncheck Show Overlapping geometry, which is whats causing all the red stuff. Or you could delete the mirrored geometry, render the UVs and then mirror the geometry again. I assume that's what you want to fix anyway.
@The Scrub: It's in team fortress 2 materials.gcf -> models/weapons/c_models and its called c_dartgun (it's not in a folder), I think thats the one anyway.
Getting close to calling this done, will post some ingame screens later (hopefully).
Looks nice. Is it going to be pirate themed? Perhaps it's just at a later date than the current medieval map.
I don't know when the map is supposed to take place, all I know is that it uses the medieval theme, and doesn't use that horrifying gimmick mode valve added.
@Ryu Ookami: You might want to give it a higher res texture as it's looking really blurry imo. Also, it's pretty small, but if that's what you're going for then it's alright
@Sharkisss: You have to uncheck Show Overlapping geometry, which is whats causing all the red stuff. Or you could delete the mirrored geometry, render the UVs and then mirror the geometry again. I assume that's what you want to fix anyway.
@The Scrub: It's in team fortress 2 materials.gcf -> models/weapons/c_models and its called c_dartgun (it's not in a folder), I think thats the one anyway.
Getting close to calling this done, will post some ingame screens later (hopefully).
Looking real sweet! Only thing I would suggest is (looking at it vertically and blade on top), would be to try the emblem centered on top and the year underneath. That way they'd fit better....just a suggestion. (also maybe the groove colour is just a tad too dark?)...apart from that loving it! xD
I don't like the TF2 logo - it sticks out at me - consider using some of the other logos or make one of your own. Also maybe make the handle a different color? It looks a little bland as is. Otherwise it looks excellent
@Selentic, I'd add some more color variation - maybe some gold on those bands you have going around the cannon and definitely different colors for the both axle holding up the cannon and the wheel axle... it would be interesting to see this as a sentry replacement - low damage and low rate of fire like the rockets on the level 3 but huge splash throwing people around
Does anyone know how the character specific positioning on all class hats work? I thought they were based off the reference animations in the character named files (i.e. spy.smd, pyro.smd etc) but it seems my hat keeps using the idle position... is there some setting I need to change?
I know, someone made a headcrab before on TF2, but that was before the contribute site was up and it was just a 1:1 copy of the crap and textures itself. Well basicly I did the same, but i edited the model so that it was within the limit of a hat. ( 880 Poly has the classic headcrab, this one has about 780 now) I also edited the texture so that it fits more into the TF2 Paintshaded Style. It's still unfinished and this is just a preview from maya, not from source engine, but i will do my best to make this crab looks good :P. I also am aware that this would be a second alien hat then. ^^ But i just make this for fun , so as most ppl here do.
I think you can get away with that, it's more a matter of proportions and a more "painterly" texture. I mean, have you seen the Halloween hats? There's no way any of them (besides the paper bag) are less than 800 polys.
@Selentic, I'd add some more color variation - maybe some gold on those bands you have going around the cannon and definitely different colors for the both axle holding up the cannon and the wheel axle... it would be interesting to see this as a sentry replacement - low damage and low rate of fire like the rockets on the level 3 but huge splash throwing people around
Updated it, I like it a whole lot better with a big bit of colour on there that isn't gray. Also ahhhhhhh why do people keep suggesting that to me
Looks great, but honestly thought it looked better before the texture since the black just hides all the details, maybe a gray cannon and wooden base would loo nice?
I'm sure all the cannon details will eventually pop out when it gets some shine and so on going on. Though trying out a little lighter color wouldn't hurt. Also, I actually kind of like the fact it doesn't have the basic wooden base you'd expect from a cannon like that.
--
Also, I'm not sure if people saw it, but I mentioned the face I'm making is based on the early concept art of the pyro.
That's not saying I'm not going to try out any facial expressions. I'd just like to get the neutral face done first. That said, here's a quick test.
Whoa...
Where'd you get that? Because I've been looking awhile for the goggless engie.
I googled that screenshot(that is not me)
jsut google goggleless Engy I think to get the skin
however the skin is sadly outdated due to the Gunslinger and medals being added meaning that it no longer works perfectly because medal appear everywhere except on the player and the Gunslinger
@Contrails: Good call on the logo, changed it to a different one. As for making the handle a different color, I can't really do that since it's all supposed to be the same material. I did slightly change the color of the whole thing though.
I think I'm done with this now, so if there are no more crits then I will submit it and move on to other (TF2-related) things
@Contrails: Good call on the logo, changed it to a different one. As for making the handle a different color, I can't really do that since it's all supposed to be the same material. I did slightly change the color of the whole thing though.
I think I'm done with this now, so if there are no more crits then I will submit it and move on to other (TF2-related) things
Change it back to Tf-industries logo. It looked mighty fine, like if it was used by some other mercenary before soldier joined the team!
@Contrails: Good call on the logo, changed it to a different one. As for making the handle a different color, I can't really do that since it's all supposed to be the same material. I did slightly change the color of the whole thing though.
I think I'm done with this now, so if there are no more crits then I will submit it and move on to other (TF2-related) things
Alright, so it's the final countdown for the Dyno-Mighty.
Any suggestions for the texture before I submit it?
Communist Cake, Bro.....seriously, it looks beautiful, but one minor change. if that stack of dynamite blows....i would think that the demo would prefer a little distance from it....just make the hammer stick a bit longer in length ...so that when it goes...at least the demo has a little more distance from it. Also, a little more length on the hammer stick would make the thing look far more larger than life...like the long sword.
Replies
http://www.fpsbanana.com/skins/104539
here's a quick video link (it's a bit glitchy):
http://db.tt/CM1Mdsh
I've added more joints since this to affect the shoulder area. I'll upload more of it's progression tomorrow. But alas my overdue bed is calling me once again. I'm off on holidays in a few days so not sure if i'll get it done before then... since it's all a learning escapade! xD
Any thoughts on the tongue? (I had a strap on the bottom before, but both looked too busy). Gonna try and make it jiggly and the solid ping-pong eyeballs bounce around....*hopefully*. Any links for nice tuts would be great and appreciated.
C&C always welcome!
That's some sexy texturing right there. I think it would be cool if any non-backstab hit would punch with the brass knuckle handle, but I guess that's more up to Valve than anyone else.
@ಠ;_ಠ: Again, it's for the soldier Good idea nonetheless.
@Polycracker: I love it!
I know, someone made a headcrab before on TF2, but that was before the contribute site was up and it was just a 1:1 copy of the crap and textures itself. Well basicly I did the same, but i edited the model so that it was within the limit of a hat. ( 880 Poly has the classic headcrab, this one has about 780 now) I also edited the texture so that it fits more into the TF2 Paintshaded Style. It's still unfinished and this is just a preview from maya, not from source engine, but i will do my best to make this crab looks good :P. I also am aware that this would be a second alien hat then. ^^ But i just make this for fun , so as most ppl here do.
I just need that pointer so I can see how the c_model is rigged and rig my Sniper rifle accordingly.
Just as heads up I'm trying to make an improved reboot of my Polycount Sniper rifle
i.e this piece of crap
I thought my idea was good but it definitely needed some refining to both fit into TF2 style and quality.
I'm still going for a pair of Binoculars attached to a rifle but it is definitely going to be attached differently.
and this time no blatant copying of the TF2 Sniper Rifle
@Sharkisss: You have to uncheck Show Overlapping geometry, which is whats causing all the red stuff. Or you could delete the mirrored geometry, render the UVs and then mirror the geometry again. I assume that's what you want to fix anyway.
@The Scrub: It's in team fortress 2 materials.gcf -> models/weapons/c_models and its called c_dartgun (it's not in a folder), I think thats the one anyway.
Getting close to calling this done, will post some ingame screens later (hopefully).
thanks!
And I was obsessively scrolling through the folders :poly122:
Maybe add some more rust around the broken parts?
yeah, basicly the recommaded Texture Size for it, (256x256) is defy too low. I also don't wanne use the original Texture only, thats why i also blurred it a bit, I even tried out a Cutoff filter on the original, but that style is too extrem then.
For a friend's map using the medieval theme.
Impresive , I love it, no crits
I don't know when the map is supposed to take place, all I know is that it uses the medieval theme, and doesn't use that horrifying gimmick mode valve added.
And thanks~
Like this perhaps?
@Selentic, I'd add some more color variation - maybe some gold on those bands you have going around the cannon and definitely different colors for the both axle holding up the cannon and the wheel axle... it would be interesting to see this as a sentry replacement - low damage and low rate of fire like the rockets on the level 3 but huge splash throwing people around
Does anyone know how the character specific positioning on all class hats work? I thought they were based off the reference animations in the character named files (i.e. spy.smd, pyro.smd etc) but it seems my hat keeps using the idle position... is there some setting I need to change?
I'm guessing its a uvmap, in which case you need to take som uvmapping tutorials.
I think you can get away with that, it's more a matter of proportions and a more "painterly" texture. I mean, have you seen the Halloween hats? There's no way any of them (besides the paper bag) are less than 800 polys.
Updated it, I like it a whole lot better with a big bit of colour on there that isn't gray. Also ahhhhhhh why do people keep suggesting that to me
--
Also, I'm not sure if people saw it, but I mentioned the face I'm making is based on the early concept art of the pyro.
That's not saying I'm not going to try out any facial expressions. I'd just like to get the neutral face done first. That said, here's a quick test.
Scary
may I shoudn't post this then... but I'll do it anyway!
Where'd you get that? Because I've been looking awhile for the goggless engie.
I googled that screenshot(that is not me)
jsut google goggleless Engy I think to get the skin
however the skin is sadly outdated due to the Gunslinger and medals being added meaning that it no longer works perfectly because medal appear everywhere except on the player and the Gunslinger
But beware, the blog post that is under every other contains nsfw-image.
I think I'm done with this now, so if there are no more crits then I will submit it and move on to other (TF2-related) things
I perfected the Sniper Rifle I talked about which totally failed on my last attempt (i.e. my Polypack)
I just need to unwrap this Sucker and give it a neat texture so that I can give it a test in-game.
I went with a better pair of binoculars and this time the whole thing is hand crafted from my own modeling "skills".
And I went against the first instinct of nailing them on there in favor of a belt that does the job nicely
Don't need two Scopes to prove that I don't miss. But it helps!
Perfect.
You mean this logo?
Why not MANN CO. ?
Alright, so it's the final countdown for the Dyno-Mighty.
Any suggestions for the texture before I submit it?
Communist Cake, Bro.....seriously, it looks beautiful, but one minor change. if that stack of dynamite blows....i would think that the demo would prefer a little distance from it....just make the hammer stick a bit longer in length ...so that when it goes...at least the demo has a little more distance from it. Also, a little more length on the hammer stick would make the thing look far more larger than life...like the long sword.
Much, much...much longer, bro. Like twice the length that it is now, in that image.
If i have nightmares this night, you're going to be responsible of it XD
Nah, I think it's perfect
http://db.tt/JPn0eUW
It's been fun learning the whole process though, it's my first time texturing/compiling, etc...and fraps. What do you guys use to capture the videos?
Anyway...Happy Christmas/Holidays! xD