Doing the Engineer some justice!
My theme is
BIGGER IS BETTER
Final Presentation Page!
wires
Shotgun replacement is
Big Mean Mother Hubbard
A one shot blunderbuss shotty that uses metal along with ammo each time you shoot it. If shot at teammates it gives them ammo. Loads extremely slow and packs a might punch. Loading animation could be nuts and bolts instead of shells.
Wrench replacement is
The Big Bang
oversized rubber mallet head
Replies
Great work!
Great job so far, though.
With regards to the balance, you could probably pop the box up on top behind the barrel. You'd also then have a natural gravity feed for your loading.
@jackablade - I was thinking of like a tube or slide that just lets the ammo casually slide in.
Discussed with someone from work that maybe even having a cage or basket on the side and have the ammo box be replaceable. The box would be openable and the engy would just take handfuls of metal to jam in the gun. Maybe even have the lid rigged so as he walked around it would flap open a bit. That wold require custom animations though and I'm really wanting to gravitate away from that.
Might try and do a revision during lunch and post it up later today.
[~~~] Bad ANSI model of what I'm talking about.
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That way to reload, he could just eject the empty container and either fill it or pull a new one from his belt. Since the small ammo box holds 40 metal, the gun might use that much when it shoots? However, if you didn't want it to use that much metal per shot, you could have him shoot once, then flip the box over and use the same cartridge without reloading (Making this movement as fast or slow as your wanted [If you wanted it to technically be a one shot weapon]). That way each shot only uses 20 metal.
When an engy puts the weapon away,to fix a building or whatnot the charge is reset to prevent the engy from having an awesome one shot gun ready to pop a spy. This might force and engy to keep his weapon out and go more offensive with it rather than just waiting.
and I guess if we have to have a "theme" then mine is "Bigger is Better" or "Don't mess with Texas" :P
But it's awesome. Therefore, it is entirely necessary.
As for my other items its a toss up between
Huge ass revolver.
Guitar
Mallet
Cattle Prod
Spurs *most likely cosmetic*
I think "well loved" usage wear would be fitting to the character as opposed to the kind of "taped together" approach you had first attempt... an egg timer ding might be appropriate, or perhaps a buzzer!
The gravity loaded ammo box looks better than the ammo box, but I still believe it makes the weapon very lopsided and breaks the otherwise very beautiful gun. You could consider trying to work with another design next to this, for example where you include a sliding bolt mechanism in the side of the shotgun - this would also serve to break the monotony of the sides.
Finally, a few minor suggestions to consider - reshaping the stock slightly, to accomodate for a handle with a butt stock extension (take a look at some real shotguns, you'll see) - I think it would work well with the already very fluid design of the barrel. Also consider extending the front of the trigger guard in a concave shape, maybe? That would further bring attention to it.
Oh, and also, consider placing the trigger differently, it appears that it will not pull from its current position.
Hope you find any of it useful, and good luck!
As for the trigger I actually used the in game shot gun as a side ref for the it and the breach part? and the pump thing *my gun terminology is shit*. I think its just the angle of my renders that make it look weird.
Also, i wanted to experiment with an idea of a hand guard a friend suggested. To sorta keep the engies hand on the gun after a big blast?
and it's very cartoonish like TF2
Though I'm not sure how the current reload animation is going to work for this.
I was going to propose there be no reload animation. Since it feeds off metal it just runs off your metal supply. the only animation would need to be to is the pump that could be looped.
If thats too much I can always move the opening down to where the original shotgun loads at.
Its getting better and better.
I would use ur Shotti instead of the Standart one^^
I agree with the using Metal as ammo and not using a reload animation. I have a few suggestions. The handle protector/bar needs some sort of support or screw system that attaches it to the pump. Maybe stick a few small metal pieces over it and have screws on each side. What I'm thinking of would be similar to that metal piece with the screw in it on the front, but smaller and wrapped slightly up the sides of the pump. Also right now it's not obvious what that metal bar is. It really doesn't come across as a hand guard and looks sort of out of place honestly. If you're going to make it some sort of small shield you should test out some different attachments and post them here!
Although this goes against the rules of just doing cosmetic updates of current items, I would say go ahead with it. I think if it's executed well enough Valve would still possibly pick it.
added some detail to the back of the barrel and added a hammer just for show.
Keep up the work, you may want to shorten the stack on the ejection port so that it matches closer to the original shotgun's port.
First i want to say that i love your idea for a new weapon. I also like the model you made, but i have some points for you, that you may want to think about.
I like the model you made, but i loved the drawing. It had a more assembled look. Like the engineer was fighting a battle once, and he thought: "You know what would be useful? Bringing some ammo with me!". And then he put an old gun and an ammobox he had lying around together (skilfull as he is) with some rope or tape or something like that. It has a more raw, less clean look about it. It could also explain some downsides of the weapon, to contrast the pros. The old gun could be less accurate (more spread) and slower then the traditional gun (maybe more trouble with reloading?). But it can have, as you already pointed out, more power, and of course it transports ammo. It would also be awesome if you could stash some metal from your destroyed buildings in it, when you're normal transport limit of 200 metal is exceeded. This comes in handy, when you have to move up your nest (sentry/dispenser) all the time, cause your team is moving. Cause everytime you destroy your building, you'll be building them up faster.
Secondly, I think you should integrate the ammo print from the tf2 ammoboxes in your model (also, like in your drawing). This way the purpose of the weapon would be more obvious, and i think it suites the tf2-theme better.
And a last thing to think about is how you want your weapon to be shot. With the trigger? Or with some pump-action, like the standard shotgun? I think the last thing is a lot easier to animate, cause it's already in the game. This (the animating) is probably not even something you're gonna do, but i think it's good to think about it.
I hope this is some use to you. I'm very looking forward to seeing the rest of your set. Keep up the good work, man!
I think I'm getting close to calling the mesh done and start to uv. Atm its roughly around 4500 tris. Might try and see what I can optimize as well. Also should have a first pass at the mallet to show soon.
Might be too simple atm, so i'll try and modernize it some. might lose the brand as well.
I'll try and include a shot of the engy wrench with my next update so everyone can get an idea of this things size. The mallet head is pretty huge.
I liked the last Box-Model more than this one.
This looks a lil bit not ready for me.
But the Gauge looks quiet good.
Jiggle Bones on the box door would be a nice feature.^^