I like it, kind of reminds me of the Civil War soldier's cap shape -
I know you want it to look similar to the Futurama hat. Maybe you could put a reference to Futurama on the hat? A "Planetary Mechanics" logo styled after the Planetary Express logo, with the same spaceship but diff name?
Maybe a mustache like Scruffy's as well? Oil stains? Just brainstorming.
Yeah when I texture it I'm going to test out stains although I'm not sure it'll need them. It depends more on whether or not I'm going for a fresh mechanics kit or one that he's used for a while. I'm thinking it will be somewhat worn though as the wrench has a lot of grease stains on it and the can has dents in it. I think I'm going to stick with the Mann CO logo though as it fits with my Mann Co Mechanic's Kit theme and a lot of people get angry when you use references to Futurama for some reason (The brain slug).
nah, the only people angry about Futurama references are sourpusses. We don't take kindly to folks who sourpuss round these here parts, so should be fine.
Regardless of the Futurama haters I'm still going to do the Mann Co logo as it fits my theme. And yeah I'll test that out jgood. It does look somewhat similar to that cap.
Sorry for the lack of updates also. Been working on a TF2 map mostly the last 2 days as it's almost done and is going through a final polish. I've almost completely modeling the hat though and am going to UV and texture it soon.
It doesn't look like I've done much but I lowered the polycount by about 200 without making it look much different. There are a few smoothing errors I need to fix such as on the left side of the hat. Also I tipped up the bill as goodroad suggested and I like it a bit better. I think the bill needs to be a larger though.
The bill would look better if it was longer...but it still looks too perfect, perhaps you should try putting a more defined dent in the top, make it seem less square
Yeah I'm still working on it. The bill is much longer now and a bit wider. Also I'm making a few of the dips on the top more pronounced and I'll play around with making dent-like indents on the sides.
More bendy near the top now and I fixed the smoothing errors. I'm going to UV and texture tomorrow since I don't think there's much else I can do. If anyone has any suggestions post them and I'll try and test them out before I UV/Texture.
Yeah I'm doing a Mann Co logo with solid colors and a few oil stains. I've already UVed the model and started the texture. I'll take a side by side of this and the train hat soon. They really don't look that similar side by side.
One reason the Gibus and Stove Pipe are so similar is because the textures are pretty much the same color. The train hat is striped while mine will be solid and with darker less bright colors. It'll definitely look different than the Engineer's Cap.
they don't look similar, but most people think they do.
but I feel you have changed the shape to an extent where it would not look like the cap. but IF by some odd chance it does... you can always crush the front inwards
Got a picture of the latest hat next to the Engineer's Cap.
I really don't think that they look too similar to be confused with one another. The texturing will only make them more unique.
I've started the texture but didn't take pics with it because I'm having issues with my AO bake. I can't fix that 1 pixel outline that every AO bake from Max gets. I've tried resizing but it doesn't fix it too well and it'd be very time consuming to fix it by hand. Does anyone have a quick way to fix it?
Set up a color comparison to show possible colors of the hats.
I'm leaning towards the standard Blu and Red. It's not very exciting but it makes it look as if the hat is a part of his standard uniform. It also seems like the best decision after trying out labels and stains on the hat which I've decided not to use.
Going to try and make time today to get this hat and the wrench in game as replacements to test them out a bit and see what needs tweaking.
I like no. 3 for both Red and Blu. I didn't think the model looked much like the Engineer's Cap, but when I first saw it, my reaction was 'cartoon duck'. :-) Good luck with the texturing... that will be what really sets this hat apart.
Can you try making the cap in the same color as his overall, still team colored?
That's what 1 and 2 are and I think that's what I'm going to go with. The reason they look different in those pictures is because the hat is using Xoliul's shader while the engy isn't. I know it's kind of simple but I think it makes the most sense.
Thanks for that overall color idea Simski. I really like the way they look colored like that.
Anyway there's just a bit of texturing work left to do. I'm going to test out adding some slight stains/dirt. I'm not going to do a logo because it doesn't look right and if I do a logo I'll have to use a 512x512 texture instead of 256x256.
I'm glad you liked the idea.
I though it might look well since it means you'd be sticking to his original color scheme but would better contrast his upper body.
Also, maybe they should be slightly brighter?
They currently look a bit darker than his overalls, but maybe that's just because you're using a rather shoddy texture on the Engineer player model at the moment though...
It's not the position of the logo that looks bad. It's just anything complex like a logo. Hats are supposed to be simple. Look at the Ghastly Gibus. It's pretty much one solid shade of grey with AO. Also as I said if I do a logo I'll have to do a 512x512 texture.
Also the hats do look darker for some reason in the viewport. I sampled the color directly from the engineer texture though so it should look fine in TF2.
Also the hats do look darker for some reason in the viewport. I sampled the color directly from the engineer texture though so it should look fine in TF2.
Getting a strange issue. I've compiled my wrench for use in game as a replalcement for the normal wrench and it shows up fine in the model viewer but in game there's nothing on screen when I select the wrench. I can still swing it and it'll hit objects but it's as if all of the textures are transparent or not able to be found. If this was the case though they wouldn't show up in the model viewer. Anyone have any ideas of what's wrong?
Guess I'll work on getting the hat in game for now. Also after taking a look at the wrench again after not seeing it for a week it's obvious that it needs a bit more texture work.
Haven't really done much on it. I'm not so sure that I even like the idea of it now. So far this pack has been pretty simple model wise. I might want to try something a bit more complex like a pistol instead. I'll decide that after I finish the hat and the wrench completely though.
I'm not sure how I'd get a shotgun to fit with the mechanic theme. For a pistol I was thinking just a tiny little thing that a mechanic would wear around his ankle like this.
I'd definitely love to do something crazy for the mechanic after the competition though. The reason I did simple items like this was because I didn't want to get into creating items above my modeling skill level but I feel like I could tackle something more complex now.
Anyway I've compiled the hat as a replacement for the Engineer's Cap and it seems to work in the model viewer. I tried to test it out in game but it kept saying that it couldn't connect to Steam even though I was talking to people on Friends. Guess it'll have to wait until tomorrow.
Shoot me any ideas on why my wrench is invisible in game if you think of anything also. Probably going to get offline for the night.
I think dropping the oil can thingie is a good idea, as it have been stated that the items should preferably stay within the basic functions of the weapon it is replacing.
I'm not sure how much a gun like that would it in with your mechanic theme...
You might however fit in a gun or shotgun that's been heavily modified by incorporating things you can find in a garage for example.
For example a shotgun made from an exhaust pipe or something like that.
I'm not going for that thrown together look though really so I'd like to avoid stuff like that. I think the pistol definitely fits with a mechanic theme though. Think of it more like a tiny weapon a mechanic would carry with him instead of something that he crafted himself. I won't start modeling anything until there's a bit more feedback on if people like the pistol or if they have any other suggestions.
Gotta stop being so hung up on that in every thread man. If Valve turns it down for the contest so be it. Just try to make as awesome an entry as you can! If you do that there's more chance Valve will pay attention for future updates.
Replies
I like the way the folds are looking but they need a bit of tweaking in spots.
I know you want it to look similar to the Futurama hat. Maybe you could put a reference to Futurama on the hat? A "Planetary Mechanics" logo styled after the Planetary Express logo, with the same spaceship but diff name?
Maybe a mustache like Scruffy's as well? Oil stains? Just brainstorming.
I'm imagining a unique behind view design in first person mode and those stick out to me as cool looking.
Sorry for the lack of updates also. Been working on a TF2 map mostly the last 2 days as it's almost done and is going through a final polish. I've almost completely modeling the hat though and am going to UV and texture it soon.
It doesn't look like I've done much but I lowered the polycount by about 200 without making it look much different. There are a few smoothing errors I need to fix such as on the left side of the hat. Also I tipped up the bill as goodroad suggested and I like it a bit better. I think the bill needs to be a larger though.
More bendy near the top now and I fixed the smoothing errors. I'm going to UV and texture tomorrow since I don't think there's much else I can do. If anyone has any suggestions post them and I'll try and test them out before I UV/Texture.
and if things don't go well with that, crush the front...and the logo
but I feel you have changed the shape to an extent where it would not look like the cap. but IF by some odd chance it does... you can always crush the front inwards
I really don't think that they look too similar to be confused with one another. The texturing will only make them more unique.
I've started the texture but didn't take pics with it because I'm having issues with my AO bake. I can't fix that 1 pixel outline that every AO bake from Max gets. I've tried resizing but it doesn't fix it too well and it'd be very time consuming to fix it by hand. Does anyone have a quick way to fix it?
I'm leaning towards the standard Blu and Red. It's not very exciting but it makes it look as if the hat is a part of his standard uniform. It also seems like the best decision after trying out labels and stains on the hat which I've decided not to use.
Going to try and make time today to get this hat and the wrench in game as replacements to test them out a bit and see what needs tweaking.
That's what 1 and 2 are and I think that's what I'm going to go with. The reason they look different in those pictures is because the hat is using Xoliul's shader while the engy isn't. I know it's kind of simple but I think it makes the most sense.
I meant the color of his overall.
Also goodroad, I tried a logo on it but I don't think it looked that good. I'll take a picture with it on there though to see what you guys think.
how about a big M
nawh jus' kiddin
why he needs a logo...
Thanks for that overall color idea Simski. I really like the way they look colored like that.
Anyway there's just a bit of texturing work left to do. I'm going to test out adding some slight stains/dirt. I'm not going to do a logo because it doesn't look right and if I do a logo I'll have to use a 512x512 texture instead of 256x256.
I though it might look well since it means you'd be sticking to his original color scheme but would better contrast his upper body.
Also, maybe they should be slightly brighter?
They currently look a bit darker than his overalls, but maybe that's just because you're using a rather shoddy texture on the Engineer player model at the moment though...
but...what if you put the logo on the bill?
Also the hats do look darker for some reason in the viewport. I sampled the color directly from the engineer texture though so it should look fine in TF2.
symbol= Wrench?
Guess I'll work on getting the hat in game for now. Also after taking a look at the wrench again after not seeing it for a week it's obvious that it needs a bit more texture work.
nudge nudge, wink wink.
I'd definitely love to do something crazy for the mechanic after the competition though. The reason I did simple items like this was because I didn't want to get into creating items above my modeling skill level but I feel like I could tackle something more complex now.
Anyway I've compiled the hat as a replacement for the Engineer's Cap and it seems to work in the model viewer. I tried to test it out in game but it kept saying that it couldn't connect to Steam even though I was talking to people on Friends. Guess it'll have to wait until tomorrow.
Shoot me any ideas on why my wrench is invisible in game if you think of anything also. Probably going to get offline for the night.
I'm not sure how much a gun like that would it in with your mechanic theme...
You might however fit in a gun or shotgun that's been heavily modified by incorporating things you can find in a garage for example.
For example a shotgun made from an exhaust pipe or something like that.
Pistal Grip Air Inflator w/ Large Circle Guage up to 150 psi
[ame]http://www.amazon.com/Pistal-Inflator-Large-Circle-Guage/dp/B000LMKB42[/ame]
http://www.google.com/images?client=opera&rls=en&q=pistol%20grip%20inflator&oe=utf-8&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi
Another pistol just isn't awesome enough to me.