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TF2 - Polypack - head physician

26.June 2010
The Stethoscope finished :)
http://www.polycount.com/forum/showpost.php?p=1169334&postcount=37

25.June 2010
I was away and now I am back hoping I still can make my entry in time ^^
http://www.polycount.com/forum/showpost.php?p=1168371&postcount=35

12.June 2010
progress!
http://www.polycount.com/forum/showpost.php?p=1157464&postcount=32

11.June 2010
skullsaw mesh more or less complete

details:
http://www.polycount.com/forum/showpost.php?p=1155940&postcount=29

06.June 2010
made changes in my items

details:
http://www.polycount.com/forum/showpost.php?p=1151692&postcount=25

03. June 2010

backpack finished unless I will decide to change it later

details:
http://www.polycount.com/forum/showpost.php?p=1148205&postcount=10

28. May 2010
so I made some progress with backpack.

details in post below:
http://www.polycount.com/forum/showpost.php?p=1141514&postcount=4

25. May 2010

bauuu everyone, I created this thread to keep track of my progress (as I was told to :\)
I just read the contest rules so I made the thread and going to think about what I will make.


one hour later...
oh nice my post already appeared, sorry for the multiples, this one is real
and I thought of items to make (note: stats might change if I get some feedback)

Replies

  • naNuke
    name: Head Physician Pack

    items:


    The Surgeon's Backpack

    slot:
    Primary weapon (replaces Syringe Gun or Blutsauger)

    suggested stats
    pros:
    +10% charge rate
    +10% healing speed
    +25 health on wearer
    cons:
    removes medic's passive hp regen completly




    The Skull Saw

    slot:
    melee (replaces bonesaw or ubersaw)



    The Stethoscope

    slot:
    misc
    desc:
    every professional in field of medicine has to own one of these
  • Queops
    Consistent ideas for good alternatives.
    I think the ideas are good here and I want to see more!
  • naNuke
    medic backpack progress

    yep it looks like washing machine I know :)

    Original medic backpack on left side to compare.
    My new backpack idea was to make like second more advanced version of original backpack. With that in mind i made it based on original, just different.

    (nothing else than size and position of some parts was not taken from original model, everything is made from scratch)

    backpack_plain.png
  • Fragus
  • naNuke
    Fragus wrote: »

    I know, I've read it very well and I already sent some hats to valve before. My stats ideas are only to keep the whole thing consistent and better to work with (for me) and I am still going to put my stats in as suggestion, Valve doesn't have to follow it or use it at all, they can use just models.
  • Fragus
    but the backpack model doesn't replace any existent one.
  • Karkasmolenklok
    Fragus wrote: »
    but the backpack model doesn't replace any existent one.
    I have to assume you mean something that I'm not understanding, because it would seem that it replaces the medic's default backpack.
  • naNuke
    Fragus wrote: »
    but the backpack model doesn't replace any existent one.

    It replaces original medic backpack? You know that one he has on his back from whole start of game...

    Soldier didn't have any backpack and yet Valve made secondary slot item that goes on soldier's back.

    And as stated above, it replaces primary slot weapons.
  • naNuke
    so I have finished backpack texture :poly142:

    backpack_final.jpg


    and here is how it looks ingame:
    [ame]http://www.youtube.com/watch?v=35T7wZSp750[/ame]

    any comments and thoughts appreciated.
  • Snowloss
    I'd consider switching the Mann Co. logo with another company, but other than that relativity small nit-pick it looks pretty darn great!
    Oh I might suggest toying with the blue a bit as the light tone kind of clashes with the gray of the pack a bit. Maybe darken it up like the red pack?
  • naNuke
    Snowloss wrote: »
    I'd consider switching the Mann Co. logo with another company, but other than that relativity small nit-pick it looks pretty darn great!
    Oh I might suggest toying with the blue a bit as the light tone kind of clashes with the gray of the pack a bit. Maybe darken it up like the red pack?

    why another company than mann co.? they rocks and they sell products :D anyway the renders were taken from model viewer and there is not much lighting and its not dynamic either, but normally it glows and is pretty noticeable.

    I will test it later on different maps ingame and see if it's necessary to make it darker.
  • Karkasmolenklok
    I'd make the team-colored crosses brighter
  • chickenman
  • Khthon
    Yeah, Mann Co. is way overused. It's like Chuck Norris joke level overused at this point. You could just put some button and switches on there for details, or texture a different company or a medical EKG thing on there-

    business-ekg.jpg
  • Queops
    I think it's super awesome and I want it ingame, NAO!
    The crosses seem perfect in-game, specially with the video at 1080p, and Mann Co. seems pretty well placed for me.

    I'd love to see more of your work now :D
  • naNuke
    Khthon wrote: »
    Yeah, Mann Co. is way overused. It's like Chuck Norris joke level overused at this point. You could just put some button and switches on there for details, or texture a different company or a medical EKG thing on there-

    *pic*

    hm ok, lots of people i asked for comments said same thing so I decided to come up with some random company logo, like that telemax thing on engineer's teleport :) maybe medimax haha :D
    Queops wrote: »
    I think it's super awesome and I want it ingame, NAO!
    The crosses seem perfect in-game, specially with the video at 1080p, and Mann Co. seems pretty well placed for me.

    I'd love to see more of your work now :D

    ty :D
  • Y_M
    Offline / Send Message
    Y_M polycounter lvl 10
    New backpack's outline is hardly different from the original at all, from a distance you'd hardly be able to tell that it is different. :(

    Another vote against mann co here too
  • naNuke
    Y_M wrote: »
    New backpack's outline is hardly different from the original at all, from a distance you'd hardly be able to tell that it is different. :(

    Another vote against mann co here too

    Well the backpack silhouette doesn't matter at all in my opinion, you know, from front you cant see backpack at all and from back, the difference is clearly noticeable by glowing cross. It's same difference as needle gun vs blutsauger or medigun vs kritzrieg or scattergun vs force-a-nature or rocket launcher vs direct hit... etc etc which are all weapons made by Valve. Anyway as stated above my goal was to make "advanced" version of backpack not completely different one.

    I am writing down all feedback I get and might change it later when more people think same ^^

    As for mann co. I am already thinking about some logo

    any ideas for company names? :D medimax is clearly stolen from engineer telemax but why not :)
  • Queops
    Y_M wrote: »
    New backpack's outline is hardly different from the original at all, from a distance you'd hardly be able to tell that it is different. :(

    Another vote against mann co here too

    Why would you need to see which medic pack it is at a distance? Hell, at a distance you can't see alot of stuff. Which of the medals is a player using at a distance? Why would you need to know what is your enemy medic backpack is at all? Does it need to be noticeable at a distance, being noticeable at close range isnt enough?

    Do you actually care if enemy medic is using ubersaw or bonesaw?

    Some of the questions put in the air... I think its pretty neat, specially the ring thing at middle, makes it more different actually.

    EDIT: Oh I can see why you would vote against it now :P
  • Khthon
    Some kind of Tesla coil or antenna sticking out of the top would go a long way toward silhouette and would be visible from the front - also: it would look cool.

    3572087714_3603e94bc0.jpg
    041325_76c85028.jpg
    teslacoil2.jpg
    tesla_coil.jpg
  • Elbagast
    Are you planning on adding a jiggle bone to the hanging pipe? Watching the video it's kinda bugging me that the medigun pipe moves as he does, but the one on the backpack doesn't move at all, even though it looks like the same type of piping.
  • naNuke
    Khthon wrote: »
    Some kind of Tesla coil or antenna sticking out of the top would go a long way toward silhouette and would be visible from the front - also: it would look cool.

    *pics*

    actually I've thought about that, but didn't find any "questionable" logic that would allow me to put any kind of antenna there :D as you said it would look cool, true, but even if tf2 is not realistic game at all, there seems to be always logic behind everything, you know, like this part goes there and then goes somewhere, it does something there and move on, nothing is just sticking out of place randomly.
    Elbagast wrote: »
    Are you planning on adding a jiggle bone to the hanging pipe? Watching the video it's kinda bugging me that the medigun pipe moves as he does, but the one on the backpack doesn't move at all, even though it looks like the same type of piping.

    oh thank you for reminding me, completely forgot about jigglebones :poly136:, will move just slightly tho, because the hose is "thick" rubber and pretty much tightly bend in place.
  • Khthon
    I really think you could easily explain it. It collects extra healing energy in the air so it doesn't go to waste, for instance. It is a transmitter that allows the medic to more easily know where wounded teammates are. Etc.
  • naNuke
    I've decided to dump medigun idea as I came to conclusion that having anything else than ubercharge or kritzrieg would cause medic not to heal as they they are meant to and could lead to unbalance of game (ubercharges are one of main forces that causes teams to move forward or defend successfully)

    Anyway its not up to me to decide, I just feel that way :D

    So I've decided to go for melee replacement and did some research on old medical tools and will be probably doing this:
    melee_skull_saw.jpg

    agree / disagree?
    I will not make it as on this image, just keeping it as reference :)
  • nofacej
    Looks cool, I see no reason not to base it on that.
  • Khthon
    I like the image, I think you should still do a medigun, though. Valve would figure out a good balance for its stats, not up to us anyways.
  • naNuke
    nofacej wrote: »
    Looks cool, I see no reason not to base it on that.

    I will base it on that, all I said was i am keeping it as reference, not that i will model it exactly like that, will do some modifications etc
    Khthon wrote: »
    I like the image, I think you should still do a medigun, though. Valve would figure out a good balance for its stats, not up to us anyways.

    Well I know its not to us but as it is now I really don't know what to do with medigun, all I can do is use old medigun model and put some wires, bulbs, and more random stuff to make it look different yet exactly same. I cant change half of medigun because of handle and hose and everything that is connected to medic player model, all I can do is change or add stuff, but its limited also in order to not make medigun looking too "heavy" for light medic.

    I didn't throw away idea of medigun completely but i would like something more original and still not sure what exactly :) gotta make some brain storming :D
  • naNuke
    ok here is some progress on skullsaw, didnt have time to make it sooner but I think this could be final mesh already

    skullsaw_wip.jpg
  • christermime
    Offline / Send Message
    christermime polycounter lvl 8
    Looking really cool and unique, I dig it.
  • Mico27
    cool, I'm eager to see how you will animate it!
  • naNuke
    world animation progress :poly124:, took me some time to figure out what, where and how to change in order to animate character.

    enjoy this static picture :)
    saw_anim_wip1.jpg
  • Karkasmolenklok
    Interesting! I imagine it's going to be kind of like your DOOM chainsaw sort of thing where you hold it down and just basically run into folks.
  • Khthon
    Wow man that's very cool. I hope the animations live up to the idea!

    I love it.

    clxT9.jpg
  • naNuke
    So, I've been away for some time and couldn't work on my contest entry :( well, still got some days left and still gonna finish it :)

    here is beta texture of skullsaw: (still going to work on it little more but progress is progress)

    saw_wip_texture.png


    And this is going to be my third item (misc slot)
    WIP shot, but i think its easy to guess what it will be, while its not original at all i like it together with my other items :)
    misc_wip_1.png
  • Norron
    Offline / Send Message
    Norron polycounter lvl 13
    Is it just me or are there no teeth on that saw? Awesome work regardless!
  • naNuke
    ok, stethoscope done and i think it looks pretty good :)
    sthetoscope_final.jpg
  • eXistance
    The stehoscope looks really good! I want it badly in game.
  • jgoodroad
    I take it you have animations in-game for your melee... can we see them?
  • naNuke
    jgoodroad wrote: »
    I take it you have animations in-game for your melee... can we see them?

    wanted to post youtube video when i finish texture of it, but i might upload preview gif of just attacking animation tomorrow (its night in my country atm) as i don't have access to any video editing software right now.
  • Khthon
    You can find some free software at Download.com probably, and a simple Fraps+format factory+youtube should do fine.
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