This is extreme to the max. Probably too late in the process to change the model at all but the blunderbus tip on the end could be made a little larger so you can see it better over the ammo box in first person.
Definitely the second one. Is the idle animation going to be him tapping the hammer in his hand like the Wrench ones? I think that'd be good and then have the swing only use one hand.
so, 9 bullets, you think it would make a proper substitute for the pistol he has now?
less ammo more power, maybe?
I guess we will see what valve does, WHEN they release this...
so, 9 bullets, you think it would make a proper substitute for the pistol he has now?
less ammo more power, maybe?
I guess we will see what valve does, WHEN they release this...
Yeah, the issue is always going to be we don't know how much Valve is going to be willing to change stuff to fit the design artistically.
If it were me (and it's not) I'd submit both a six-shooter version and a nine-shooter version so that Valve could choose.
I agree with the other people who said his left hand should be under the mallet head. Due to the weight of that thing it would make so much more sense if he had his hand under that heavy end so he could do his idle animation and have it make sense. Even with the Wrench he holds it like it weighs a ton and this mallet looks even heavier so he should definitely have his hand under the weight to be able to "toss it up" in his hands during the idle animation. I love all your stuff but how he's holding that huge mallet doesn't make sense (and it makes it look more cartoony/whack-a-mole weighted)
I agree with the other people who said his left hand should be under the mallet head. Due to the weight of that thing it would make so much more sense if he had his hand under that heavy end so he could do his idle animation and have it make sense. Even with the Wrench he holds it like it weighs a ton and this mallet looks even heavier so he should definitely have his hand under the weight to be able to "toss it up" in his hands during the idle animation. I love all your stuff but how he's holding that huge mallet doesn't make sense (and it makes it look more cartoony/whack-a-mole weighted)
Please?
Revolver's looking hot so far.
i already did all the animations, so a bit too late for that.
in the meanwhile, more creepy engi with the mallet fixed in his hand.
a little teaser. at this point the mallet animations are pretty much done.
I'm confused, you're not the same person as the original poster are you?
If you are not, are you helping him with the animations?
Because although I'm not 100% sure, I think that might go against the rule of the items having to be made without the help of someone else.
Because although I'm not 100% sure, I think that might go against the rules
Ideally, you will enter this contest alone. No group submissions. That said, if someone helped you on something specific (e.g.: Hair shader) then credit them in your notes and Valve will take it from there.
If a friend wants to do custom animations for your submissions, have them submit it through the TF2 Contribute! page and note that it is for your Polycount Pack entry.
Ideally, you will enter this contest alone. No group submissions. That said, if someone helped you on something specific (e.g.: Hair shader) then credit them in your notes and Valve will take it from there.
If a friend wants to do custom animations for your submissions, have them submit it through the TF2 Contribute! page and note that it is for your Polycount Pack entry.
I am oblivious, I have always know sparkwire does animations, and I have only been here a few days. He has done some great work with other entries, and since he has helped with so many I feel we should give him our respect.
I ponder, since you have helped with so many... what will valve do If a winner has used your animations?
I am oblivious, I have always know sparkwire does animations, and I have only been here a few days. He has done some great work with other entries, and since he has helped with so many I feel we should give him our respect.
I ponder, since you have helped with so many... what will valve do If a winner has used your animations?
PROFIT!
i get like 9 community weapons then
mallet swing 1. its kinda fast because of frame limits, i apologize for that.
I'm afraid I don't like that swing one bit. It looks like he's actually pulling in the bottom hand closer to him rather than allowing it to be the power of the swing (which it would be if you're going for a two-hand swing. See how the pyro and the demoman swing their axes, for example)
You could keep it close to the same and have the engi just be hulking it and swinging with one hand like a cartoon hero badass, or if you want to go for the double-swing you should consider how stuff like that is going to be swung
Bear in mind, these are beefy badasses and the best at what they do and not a stumpy little engineer, but physically they give the best example I can think of regarding how a two-handed swing of something like that ought to be done.
[ame]http://www.youtube.com/watch?v=9Z21xymLUho[/ame]
Are you going to do the overworld (3rd person) animation too?
Also, I have a bigass hammer, and when I swing it my hand doesn't slide to the bottom like your animation, Moving my hand intentionally is actually uncomfortable and awkward.
I don't know how long animations take to do, but I will suggest that you redo the Hammer.
On the bright side the BMMH looks great, who cares that it leaves the screen, It's a BIG gun. The Heavy's minigun leaves the screen space.
Jeepers. That seems a bit too dramatic. The entire top is off of the screen at one point.
Agreed. Tone it down slightly. Like maybe it only angles up 45 degrees instead. Also, I think it should come back (towards the viewer) a lot more from the force. It currently goes up at an angle more then it comes back which doesn't seem to make sense. That animation looks more like he shot the weapon at a downward angle then it does forward.
I also agree that the sliding of the hand during the mallet swing looks wrong.
Dude, I know you don't choose the stats but I've got an awesome idea to make the Big mean mother hubbard more interesting. You said it's gonna give ammo to players, right? So here's the thing. You maybe could 'overarm' your team-mates? Like Medic's overheal. For instance you give ammo to a Heavy who has currently 100 ammo left in his minigun. Every shot gives 50 ammo and after 2 shots he has full ammo, but if you shoot 2 times more he gets 'overarmed' and has 300 ammo! But the limit is at 150% max ammo.
Replies
edit: sorry, ya I run a wide rez. if lowered its crammed just fine on the right.
its a wide resolution, it'll be placed different in 4:3
okay, that
or this
7 shooter?
Do I look like some kind of yella bellied unprepared coward? This here's a 9 shot revolver, and you best hope I don't point it at YOU.
... GENIUS!
Kind of wish there where a few more mechanically bits on it to match your Scrapgun, but its coming along very nicely.
less ammo more power, maybe?
I guess we will see what valve does, WHEN they release this...
If it were me (and it's not) I'd submit both a six-shooter version and a nine-shooter version so that Valve could choose.
a little teaser. at this point the mallet animations are pretty much done.
be afraid
And that face is brickshit fear inducing.
Please?
Revolver's looking hot so far.
in the meanwhile, more creepy engi with the mallet fixed in his hand.
If you are not, are you helping him with the animations?
Because although I'm not 100% sure, I think that might go against the rule of the items having to be made without the help of someone else.
Ideally, you will enter this contest alone. No group submissions. That said, if someone helped you on something specific (e.g.: Hair shader) then credit them in your notes and Valve will take it from there.
accursed clipboard, i shall fix it post haste.
EDIT: it is fixed.
I ponder, since you have helped with so many... what will valve do If a winner has used your animations?
PROFIT!
i get like 9 community weapons then
mallet swing 1. its kinda fast because of frame limits, i apologize for that.
http://sparkwire.thanez.net/tf2/polycount/mallet/
You could keep it close to the same and have the engi just be hulking it and swinging with one hand like a cartoon hero badass, or if you want to go for the double-swing you should consider how stuff like that is going to be swung
Bear in mind, these are beefy badasses and the best at what they do and not a stumpy little engineer, but physically they give the best example I can think of regarding how a two-handed swing of something like that ought to be done.
[ame]http://www.youtube.com/watch?v=9Z21xymLUho[/ame]
Also, I have a bigass hammer, and when I swing it my hand doesn't slide to the bottom like your animation, Moving my hand intentionally is actually uncomfortable and awkward.
I don't know how long animations take to do, but I will suggest that you redo the Hammer.
On the bright side the BMMH looks great, who cares that it leaves the screen, It's a BIG gun. The Heavy's minigun leaves the screen space.
Agreed. Tone it down slightly. Like maybe it only angles up 45 degrees instead. Also, I think it should come back (towards the viewer) a lot more from the force. It currently goes up at an angle more then it comes back which doesn't seem to make sense. That animation looks more like he shot the weapon at a downward angle then it does forward.
I also agree that the sliding of the hand during the mallet swing looks wrong.