I think he needs to hold it a little further back, and the crack at the top need a little sharpening, but other wise, good job
i agree about holding it farther back, and i will fix that. and i originally had the break a lot sharper, but it looked overdone, like their were way to many sharp points all over the whole object, so i toned it back to what it is now and that little bit of relief helped the overall look in my opinion.
I really like that! Man, I can't wait to take a bite out of people with it.
Just some jaw bone weapon refs for texturing/if you decide to add anything. Looks great as is!
thank a lot for those awesome refs. you have helped me out a ton, and i really appreciate that khthon. but i don't really want to add anything more to the model. its already over 2000 trisies, witch is really high for a melee weapon. when i started i was hoping for less than 1500 but their is no way i can get that low. but i will certainly be coming back to these for the texture.
thank a lot for those awesome refs. you have helped me out a ton, and i really appreciate that khthon. but i don't really want to add anything more to the model. its already over 2000 trisies, witch is really high for a melee weapon. when i started i was hoping for less than 1500 but their is no way i can get that low. but i will certainly be coming back to these for the texture.
WAY to gory looking. also i cant seem to get a good tf2 style bone look, i have been experimenting around quite a bit and this is the best i have come up with.
I'd add blood, but a very small amount only around the tip of the teeth. Blood doesn't look that good on TF2 weapons in general, but it would underline the whole teeth idea a little here.
I agree with Tinker. I think you should do the one without the tribal thing it kinda seems like too much noise on the wep imo. as for blood just have a bit of stained blood on the tips of the 2-3 front teeth but don't have it be too bright and realistic or else it will look like the sniper just came from ravenholm or something.
The model for the jawbone looks really great and the texture is coming along very well.
My only suggestion is maybe add some scratches to the bone itself.
The scratches look good. Tribal design isn't a bad idea but this particular one doesn't strike me as fitting the Native American look or jungle look.
Maybe something like the jaw ref I posted with the lightning arrow/dots and circle painted on. Something thin and small but noticeable. This tribal seems too big.
alright, im going put a small amount of blood on the teeth, and change the tribal design as suggested. and i think i am going to put some scratches on the teeth to.
here is a picture with more yellow, and color saturation.
i don't really like it as much. the reason i went with such a desaturated white color was because when you picture a bone in your mind you think of it as being pretty much a flat white. even though in reality they are much more brown/tan/yellow colored with many variations. and one of the things i seem to see a lot in tf2 textures is that they don't depict how an object actually looks, but instead how you think it looks. do you agree with me or no? if enough people dont like the way it looks i will keep playing with the color of the bone.
but i will add some brown around the base of the teeth, ez_jamin, i think that is a good idea.
The new texture on the club looks better. The shading gives it more character and definition than it had before. As far as the tribal design goes, I liked the coloring on the one at the bottom of the left side of your color test.
edit: and a kill icon. btw does anyone know how to add a kill icon to the game for testing purposes?
Go in GCFScape
open the team fortress materials gcf
tf/materials/HUD/
look for d_images.vtf and dneg_images.vtf
open d_images.vtf with VTFEdit
in VTFEdit, click on the view tab -> channel ->RGB (make sure mask isnt enabled)
copy the RGB chanel and paste it on photoshop on a layer
in VTFEdit, click on the view tab -> channel -> A
copy the A chanel and paste it on photoshop on the alpha layer
now you create you death icon in black and white on the alpha layer and the color is on the RBG layer. just replace your drawing on the one your weapon replaces, ex: sniper death icons.
Once you're done, save it as a TGA, 32 bits
open it with VTFEdit, click on view-> mask to see if the alpha is there.
Save it as d_images.vtf in your tf folder
tf/materials/HUD/d_images.vtf
Go in GCFScape
open the team fortress materials gcf
tf/materials/HUD/
look for d_images.vtf and dneg_images.vtf
open d_images.vtf with VTFEdit
in VTFEdit, click on the view tab -> channel ->RGB (make sure mask isnt enabled)
copy the RGB chanel and paste it on photoshop on a layer
in VTFEdit, click on the view tab -> channel -> A
copy the A chanel and paste it on photoshop on the alpha layer
now you create you death icon in black and white on the alpha layer and the color is on the RBG layer. just replace your drawing on the one your weapon replaces, ex: sniper death icons.
Once you're done, save it as a TGA, 32 bits
open it with VTFEdit, click on view-> mask to see if the alpha is there.
Save it as d_images.vtf in your tf folder
tf/materials/HUD/d_images.vtf
do the same for dneg_images.vtf
thanks a lot. all i really need to know was where the file with all the kill icons was located, and i could have figured it out from their. but this makes it super easy on my part. thanks
thanks a lot. it looks a bit different from the last picture i posted. mostly i just increased the edge highlighting, and put a texture on the cloth part, instead of it just being a base color.
Replies
Just some jaw bone weapon refs for texturing/if you decide to add anything. Looks great as is!
i agree about holding it farther back, and i will fix that. and i originally had the break a lot sharper, but it looked overdone, like their were way to many sharp points all over the whole object, so i toned it back to what it is now and that little bit of relief helped the overall look in my opinion.
thank a lot for those awesome refs. you have helped me out a ton, and i really appreciate that khthon. but i don't really want to add anything more to the model. its already over 2000 trisies, witch is really high for a melee weapon. when i started i was hoping for less than 1500 but their is no way i can get that low. but i will certainly be coming back to these for the texture.
Glad to help.
yeah i know, im still in the process of getting the base colors down first.
My only suggestion is maybe add some scratches to the bone itself.
Maybe something like the jaw ref I posted with the lightning arrow/dots and circle painted on. Something thin and small but noticeable. This tribal seems too big.
E/ and add some brown around the teeth.
i don't really like it as much. the reason i went with such a desaturated white color was because when you picture a bone in your mind you think of it as being pretty much a flat white. even though in reality they are much more brown/tan/yellow colored with many variations. and one of the things i seem to see a lot in tf2 textures is that they don't depict how an object actually looks, but instead how you think it looks. do you agree with me or no? if enough people dont like the way it looks i will keep playing with the color of the bone.
but i will add some brown around the base of the teeth, ez_jamin, i think that is a good idea.
try something more like this:
and some edge highlights on the edges which would be damaged by use
the scratches are good though
toned it down a bit for ya
and i will add some of the "chipped edge" highlight style pogo did around the break, but im going to leave the teeth how they are.
thanks everyone.
edit: hold on, im actualy gonna post what i got right now, brb getting screenshot.
I agree!
do you guys want me to put a different design on the side still? i kinda feel like it doesn't really need it anymore.
great! ill get to work on backpack icons
edit: and a kill icon. btw does anyone know how to add a kill icon to the game for testing purposes?
I concur.
Go in GCFScape
open the team fortress materials gcf
tf/materials/HUD/
look for d_images.vtf and dneg_images.vtf
open d_images.vtf with VTFEdit
in VTFEdit, click on the view tab -> channel ->RGB (make sure mask isnt enabled)
copy the RGB chanel and paste it on photoshop on a layer
in VTFEdit, click on the view tab -> channel -> A
copy the A chanel and paste it on photoshop on the alpha layer
now you create you death icon in black and white on the alpha layer and the color is on the RBG layer. just replace your drawing on the one your weapon replaces, ex: sniper death icons.
Once you're done, save it as a TGA, 32 bits
open it with VTFEdit, click on view-> mask to see if the alpha is there.
Save it as d_images.vtf in your tf folder
tf/materials/HUD/d_images.vtf
do the same for dneg_images.vtf
+100% Damage Versus Apples on the Tops of People's Heads
Lucky Hunting Skull
+1000 Luck
Jawbone
On hit: Leaves bite marks.
thanks a lot. all i really need to know was where the file with all the kill icons was located, and i could have figured it out from their. but this makes it super easy on my part. thanks
pick up panel:
lulz i also made an apple hat for the sniper some time ago.
edit: