@Majortomm: Hm, I was thinking of that, but I afraid that it'd be a bit too complicated. I'll try and think of some sort of way to simplify the design (hopefully no by a lot). @Mnemosynaut: Ah thanks for the links, I bet they'll help a lot.
OK, I finished unwrapping my detective hat (and what do ya know, I was right, IT DID TAKE A LONG TIME) and compiled it, here's how it looks like so far:
The texture isn't so great now, but I'm working on it. Also, quick question: the tricount on the hat in model viewer is about 3000 right now. Is that too much for a hat, or is it ok?
Also here's a pic of the hat and the knife together:
Now the Spy looks like a REAL DETECTIVE!
Hey shaker ,
I didn't know you were on polycount ...
All this looks good ...
I'm well aware this idea has been done and submitted to Valve quite a few times (and by different people) in the past, but just for the "Medieval" thing, I thought I'd rework this hat, here's the result, the "Court's Flaming Entertainer", paintable and with jigglebones:
BLU version (RED one uses brown tones instead of grey )
you dont render out the spec map per say prolly the easiest way would be to just grap the greyscale from one of your rgb channels and tweak the brightness and contrast on different sections of it. the brighter something is the more specular it has.
and since it is a Grey scale image your are best to just save it in the alpha channel of tour diffuse texture.
here is a example of one and the diffuse map for reference.
@shakersilver: Yeah your gonna wont to do an AO bake, looks wierd without one.
Ive decided to go with Chiffs suggestion "The Manipulators Mutilator."
The update page isn't final as I still to get the A-Ok from Pie Tony. I've also made a menu icon which will be included, and a kill icon, but that won't be included because of spacing problems.
I could use a little help and advice with the texture, also any help with making a specular map, as I'm still trying to learn most of the basics help would be much appreciated
@LVG:
Maybe you add some sort of gradient to the wood and more brush strokes to the end of the hammer. Also the wood looks too red and dark, so I'd definately lighten it up.
@LVG:
Maybe you add some sort of gradient to the wood and more brush strokes to the end of the hammer. Also the wood looks too red and dark, so I'd definately lighten it up.
Thanks, i'll do that and i've tried putting quite a few on but seems a bit forced imo
Looking pretty dang nice re.wind. The only thing that really catches my eye is the sharp transition from bark to smoothed wood. Instead of having it be a straight line, it should be jagged like pieces of bark were torn off of it. This image is a good example of what I'm saying, except without the face.
Also I'd suggest you try out raising the contrast of the colors on the smoothed wood. It's looking a bit to smoothed/solid color wise in my opinion.
yeah, agree on adding some more detail, as I'm very light on the triangles (2200ish), no lods.
I'm tempted to remove the stump/the start of the roots now that i have the jiggle leaves working, but am unsure.
No rocket replacement made yet, but it'll be a fist-sized granite ball.
yeah, agree on adding some more detail, as I'm very light on the triangles (2200ish), no lods.
I'm tempted to remove the stump/the start of the roots now that i have the jiggle leaves working, but am unsure.
No rocket replacement made yet, but it'll be a fist-sized granite ball.
Basing it off of that Mythbusters canon with the small granite ball? Quite a few of these medieval type weapons seem to be based off of tests Mythbusters did.
any one have any C&C on this im pretty new to modeling so im sure there are some issues i didnt notice or some improvements that could be made in either the mesh or the material.
What I've got so far
Head and the weapon
I'm planning to turn the side pipe (the one that the pyro holds on to in the view model) into a jiggle bone liquid tank of green ooze. I just need to figure out all the crap that goes along with that first
What I've got so far
Head and the weapon
I'm planning to turn the side pipe (the one that the pyro holds on to in the view model) into a jiggle bone liquid tank of green ooze. I just need to figure out all the crap that goes along with that first
awesome, i know this is polycount and all but is there any chance you'll release that nice zombie head as a mod?
also how does it look with the whiskers? and can it be worn with any hats?
I think it look great as far as modeling and textures goes. Thing that looks of:
- back looks bit heavy compared to front, but not a big deal
- handle and straps looks kinda weird - straps looks like make of rubber - not to medieval, and handles well they look just somehow boring compared to rest of cannon. Hope it helps, cos it good concept.
I don't think you'll be able to get that functioning as an actual sentry skin, although you can submit it to Valve as one. If you want to release it with the medieval update pack, it'll probably have to be as a prop.
Not sure how I would do the mask, I guess a misc item combined with a reskin. Would be cool if I could have the mask keep as much of the face deformations as possible
Hey Yamo, thanks for letting me continue to work on this but I was having problems and such and if you would like to try your hand at it now please do since I ended up viering off into other projects after gettings stuck lol
Hey Yamo, thanks for letting me continue to work on this but I was having problems and such and if you would like to try your hand at it now please do since I ended up viering off into other projects after gettings stuck lol
Replies
Idea is a toxic gas sprayer called The Deathly Duster
Hey shaker ,
I didn't know you were on polycount ...
All this looks good ...
Stuff Im working on:
The Paincake Beater (giant egg beater) : Mostly done just some minor texture and model gripes to deal with
Porpoise Destruction Weapon (SMG): import into game and VTF and VMT files need to be created
Buck Carbine(Sniper Rifle/Carbine): currently in modeling stages and texturing phase requires additional animations
I call it "Ze Gentleman a la Defense"
What do you guys think of it ?
Any tips on how to improve it?
:P
Could do with an AO bake just to make it fit the TF2 style more, otherwise it looks good just too clean
THank you my friend, you help me a lot. :poly121:
Ive decided to go with Chiffs suggestion "The Manipulators Mutilator."
The update page isn't final as I still to get the A-Ok from Pie Tony. I've also made a menu icon which will be included, and a kill icon, but that won't be included because of spacing problems.
Needs more saturation.
Love the name.
But, I'm not so sure I completely grasp the concept of AO bakking. Not sure what it really does.
@LVG:
Maybe you add some sort of gradient to the wood and more brush strokes to the end of the hammer. Also the wood looks too red and dark, so I'd definately lighten it up.
Basically it darkens crevices and shadows were their would be shadows is the simplest way i can put it
Top rendered with AO effect and bottom without
Also another suggestion i forgot to mention, you could try a Bump map to bring out the effect of the stitching
Thanks, i'll do that and i've tried putting quite a few on but seems a bit forced imo
Medieval era treecannon, made for the soldier by the soldier, to smash granite rocks into people's faces from a distance.
If you do choose to use Ambient occlusion instead of re texturing it all it's possible to just overlay the Texture
@re.wind Loving the tree too bad it can't actually be used in medieval mode, did you create a rock to replace the rocket?
Also I'd suggest you try out raising the contrast of the colors on the smoothed wood. It's looking a bit to smoothed/solid color wise in my opinion.
I think some jagged pieces of bark would help transition from the stump to stripped wood. Doesn't need to be all out but would help sell it better.
Whoops, didn't see Zipfinator's post.
I'm tempted to remove the stump/the start of the roots now that i have the jiggle leaves working, but am unsure.
No rocket replacement made yet, but it'll be a fist-sized granite ball.
Basing it off of that Mythbusters canon with the small granite ball? Quite a few of these medieval type weapons seem to be based off of tests Mythbusters did.
@mutatedjellyfish - Thanks , I still think Valve won't approve a jester hat though :P.
The band just seems really narrow to me, and the texture just seems too splotchy. Kind of random splotchy, Valve's tex are more square splotches.
good work man, I damn love it
Head and the weapon
I'm planning to turn the side pipe (the one that the pyro holds on to in the view model) into a jiggle bone liquid tank of green ooze. I just need to figure out all the crap that goes along with that first
Engineer's mini-set by Vlek aka Художник and Me.
awesome, i know this is polycount and all but is there any chance you'll release that nice zombie head as a mod?
also how does it look with the whiskers? and can it be worn with any hats?
Also, that bowstring wasn't made like that, I actually skinned it already to some bones, just to test it out. I'd say it works great now.
Just finished my cannon based cannon ball launcher.
What do you guys think?
- back looks bit heavy compared to front, but not a big deal
- handle and straps looks kinda weird - straps looks like make of rubber - not to medieval, and handles well they look just somehow boring compared to rest of cannon. Hope it helps, cos it good concept.
Any comments? Crits?
I still like yours a bit better. No offense to the new guy.
Any chance of showing the scale of it, perhaps next to the original sentry, or a character?
I don't think you'll be able to get that functioning as an actual sentry skin, although you can submit it to Valve as one. If you want to release it with the medieval update pack, it'll probably have to be as a prop.
Hey Yamo, thanks for letting me continue to work on this but I was having problems and such and if you would like to try your hand at it now please do since I ended up viering off into other projects after gettings stuck lol
It's an awesome concept :poly142:
Milk or Jarate replacement? (or both maybe)
Mnemosyaunt: Oh, really? Does that mean I shouldn't bother animating it, or would that help if I submit it to Valve?