HUZZAH!!! i figured it out. the normals were right in maya, but for whatever reason the export plug-in would flip them without me telling to, and by adding this line to the qc file:
$body "studio" "bow_body" "reverse"
i was able to flip them again during the compiling process. so now i can get back to textureing.
im taking a small break from the long bow, and decided to make a misc. slot item. its supposed to be like a lucky hunting charm in the shape of a small skull. i dont have it ingame yet, and their is also a version without and painted lines. i am also considering making it team colored instead of brown and Grey. good idea? or will it look out place against the grays of his vest?
i got the skull ingame, i couldn't figure out how to make it a misc. so it currently replaces bills hat, but I'm sure it not to hard for valve change the slot. also a updated texture for the skull, and a ingame shot of the WIP bow texture, i dont think i had ever posted one.
Side by side of your bow with Huntsman model? Might need some color variation to set it apart.
here you are, i think you are right about the colors needing a bit of a change for variation between weapons, but that's easy to do, how about a more exotic looking wood? like maybe the dark red of mahogany?
Does that skull actually go over and under the Sniper's strap? At the moment, it looks as if it's floating on top of it.
yes in that picture it is, but i believe it is impossible to make always stay under the strap all the time. in the idle pose it will always stay under the strap, but as animations and moments become more complex it is harder for the object to remain in the exact position it was originally set in. as you can see the strap its self moves into sniper when he turns. and the medals, if you watch them they will sometimes float off the skin a short ways, or sink into the player. and as you can see the bullets attached the snipers vest sink into his own body as well.
Your skull texture could use some variation - it looks too clean and white and the markings on it look too perfect... otherwise looks great fits in well w/sniper
here you are, i think you are right about the colors needing a bit of a change for variation between weapons, but that's easy to do, how about a more exotic looking wood? like maybe the dark red of mahogany?
haven't started yet, i will get to them once the lucky skull is done
yes in that picture it is, but i believe it is impossible to make always stay under the strap all the time. in the idle pose it will always stay under the strap, but as animations and moments become more complex it is harder for the object to remain in the exact position it was originally set in. as you can see the strap its self moves into sniper when he turns. and the medals, if you watch them they will sometimes float off the skin a short ways, or sink into the player. and as you can see the bullets attached the snipers vest sink into his own body as well.
If that's the case, then I just wouldn't even model the part of the string that is supposed to go under the strap; that way, it appears as if it's under at all times, clipping aside.
Your skull texture could use some variation - it looks too clean and white and the markings on it look too perfect... otherwise looks great fits in well w/sniper
its still a WIP i was already planing on dirtying it up a bit.
and for all those who are eagerly waiting on custom arrows, give me like a half hour to finish up some minor details and i will post my current model.
this is what i got so far, mostly basic colors, no detail yet except for the wood. it is currently the exact same color as the bow. and i have no idea what to do with the feathers, any suggestions for what they should be based off?
If it's desert, then go with Vulture feathers. Maybe put a few tied to the bow and jiggle boned, too. You could name the bow the Vicious Vulture. The horns would be from carion the sniper found being eaten by a vulture he shot. Made the bow and arrows out of the vulture and gazelle.
thanks khthon for scrounging up some reference photos, i went with a feather simaler to the very most bottom right one. i also got the arrows in-game for the first time, and as you can see their are some positioning issues that need to be fixed, but how does the feather texture look?
thanks khthon for scrounging up some reference photos, i went with a feather simaler to the very most bottom right one. i also got the arrows in-game for the first time, and as you can see their are some positioning issues that need to be fixed, but how does the feather texture look?
The arrow itself looks good, fits well. The feather texture is too detailed though, I'd say block it up a bit more, TF2-ify it.
I still think you need a stripe on that feather...
anyone notice that he is holding the arrow wrong? a standard arrow has three fins, and there is a space between two of them. this is so the fin doesn't cut the shooters hand when firing, If you havn't been cut by an arrow then you most likely don't know it HURTS LIKE HELL.
the space must face inward, not outward.
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i already checked that, they are all facing the correct way, but i can flip them to be facing inward and see what happens.
any help, all the normals in the model viewer are pointing outwards like they should.
$body "studio" "bow_body" "reverse"
i was able to flip them again during the compiling process. so now i can get back to textureing.
havent stated any modeling yet, still looking at some concepts.
but i have started doing some detail work on the texture, hows it looks so far?
hows it look?
Winner.
here you are, i think you are right about the colors needing a bit of a change for variation between weapons, but that's easy to do, how about a more exotic looking wood? like maybe the dark red of mahogany?
haven't started yet, i will get to them once the lucky skull is done
yes in that picture it is, but i believe it is impossible to make always stay under the strap all the time. in the idle pose it will always stay under the strap, but as animations and moments become more complex it is harder for the object to remain in the exact position it was originally set in. as you can see the strap its self moves into sniper when he turns. and the medals, if you watch them they will sometimes float off the skin a short ways, or sink into the player. and as you can see the bullets attached the snipers vest sink into his own body as well.
or "The Bone and Arrow"
^ works better imo, the bow has never been "pro"
also references the skull majigger you're making
If that's the case, then I just wouldn't even model the part of the string that is supposed to go under the strap; that way, it appears as if it's under at all times, clipping aside.
its still a WIP i was already planing on dirtying it up a bit.
and for all those who are eagerly waiting on custom arrows, give me like a half hour to finish up some minor details and i will post my current model.
suggestions? improvements? attachable sandviches for long distance healing?
Here's some wood refs-
Mahogany-
some exotic woods-
team colored of course.
are the threads going to detailed?
does just a seam look out out of place?
I'm thinking i might just darken the threads up a bit, so they are less noticeable.
The arrow itself looks good, fits well. The feather texture is too detailed though, I'd say block it up a bit more, TF2-ify it.
anyone notice that he is holding the arrow wrong? a standard arrow has three fins, and there is a space between two of them. this is so the fin doesn't cut the shooters hand when firing, If you havn't been cut by an arrow then you most likely don't know it HURTS LIKE HELL.
the space must face inward, not outward.
I did a (poor) paintover with a rough idea... I'm not too great with tribal designs, but maybe you'll get my idea?