This will make a very defensive weapon with clear advantages and disadvantages.
(I know we're not focusing on functionality, but I just like coming up with the ideas)
For the record, the models look fantastic, and the coloring in the first frame looks fine with it.
Functionally though one thing I would mention is that for defense, in my experience, the Heavy often needs to leg it pretty quick, so having it slow them down (see: first stage of dustbowl) is going to really hurt. Furthermore, the no-knockback automatically seems to appeal more to offense because of pyros airblasting you while ubered.
I do, however, like advantages gained while crouching as a game mechanic, it's been sorely neglected thusfar in tf2 (with the exception of the rocket jump)
After a bit of comprehending the rules and practicing common sense, I can only come to the conclusion that the desired "utility" of any weapon is nearly smeared. Was really looking forward to a shield wall of tanks, too.
*Sigh* My pc isnt good enough to render big, good quality AO map and i cant afford to buy BIGrender script just for one texture... Any suggested solutions?
*Sigh* My pc isnt good enough to render big, good quality AO map and i cant afford to buy BIGrender script just for one texture... Any suggested solutions?
Is the texture that big? Maybe something is wrong with the scale/proportions?
My model has way too much surface area to fit in a tiny 512x512 texture Shield alone takes up a good fourth of the texture space with both sides, oh well il try 512 and see what its like.
Well Il just use 768 for making the texture and scale it down to 512, if it doesnt look good enough il just use 768. But thats the worst case scenario!!
I smell sarcasm. Or very poorly-hidden troll attempts. :-p
use 512*512 + 512*256? *shrug*
You could just uvmap half the model, mirror it, hence doubling the pixels-per-poly. Yes can lead to some ugly areas when used inappropriately, but sometimes...sometimes it has benefits.
That's why TF2 textures aren't that detailed! The Source engine isn't very powerful! Even the Unreal engine has more power than this.
You seem to be confusing art style and texture sizes for legitimate engine limitations.
True, the Unreal 3 engine has a significant number of advanced technologies behind it that the Source engine doesn't. However, the Source engine is more than capable of having large, highly detailed textures and shaders. The characters in TF2 have 2048x1024 textures for their bodies and 1024 textures for their heads. The reason unlockables should have 512 textures is because a 512 takes up far less texture memory than a 1024 or 2048 and thus lets the memory footprint of the game be smaller and the overall performance be higher.
The reason TF2 characters are not very detailed is because Valve intentionally developed an art style which would make multiplayer gameplay better, not because of some sort of limitation of the Source engine.
You seem to be confusing art style and texture sizes for legitimate engine limitations.
True, the Unreal 3 engine has a significant number of advanced technologies behind it that the Source engine doesn't. However, the Source engine is more than capable of having large, highly detailed textures and shaders. The characters in TF2 have 2048x1024 textures for their bodies and 1024 textures for their heads. The reason unlockables should have 512 textures is because a 512 takes up far less texture memory than a 1024 or 2048 and thus lets the memory footprint of the game be smaller and the overall performance be higher.
The reason TF2 characters are not very detailed is because Valve intentionally developed an art style which would make multiplayer gameplay better, not because of some sort of limitation of the Source engine.
dunno, but modeling for the Unreal engine is so much easier
Modeling and texturing for either engine is the exact same. The only difference is in how you import the model or texture into the engine and how the models and textures are utilized.
Modeling and texturing for either engine is the exact same. The only difference is in how you import the model or texture into the engine and how the models and textures are utilized.
I was talking about this. For Source, you need horrible 50/50 compilers, QC files and .vtf's, for Unreal, it's much simpler and more user friendly. Maybe it's just me
Nice thread derail guys :P Anyway here is a tiny little update, before im going to bed. Most of it is unfinished as you can see and there is still plenty of visible seams because of the way the AO maps get rendered.
mm when you unwrap your model make sure you put the seams to the least seen place on the model, on the barrels I can see seams as clear as day. You could have putted those seem facing inward the barrel where you can't see them. This way it will help with preventing more obvious seams when you will be texturing.
So basically, good place to put your UV seams are at very sharp edges, places where the AO is dark and places you will see the less on the model.
Might be worth going darker on the gun components since your metal is a lot brighter than all of the exisiting gunmetal tones - but that might work to your advantage since it'll stand out.
Wow, you really think i dont know about tf2 colour pallette ?
Im bit pissed now, photoshop is refusing to save the texture. Getting this error when i attempt to save. photoshop is taking up 1gb ram too. Never had issues with cs3 but cs4 and cs5 suck so much.
Could not complete the save command because there is not enough memory RAM
I love the model and texture, I'm wondering how it will look on BLU team though.
I feel the metal have a slight red tint to it, but maybe I'm just imagining things.
dude, when i see this i totally think about Brave Heart...
maybe you can make hat, blu or red color on heavy's face ? [or even wig to immitate Mel Gibsons hair]
Yeah i noticed they look bit small, but there isnt much i can do to make them bigger. Im thinking just leaving one barrel and making it much bigger (still 3 pipes) But then id have to change most of the guns internal design and do even more unwrapping which im sick of for now.
Replies
Functionally though one thing I would mention is that for defense, in my experience, the Heavy often needs to leg it pretty quick, so having it slow them down (see: first stage of dustbowl) is going to really hurt. Furthermore, the no-knockback automatically seems to appeal more to offense because of pyros airblasting you while ubered.
I do, however, like advantages gained while crouching as a game mechanic, it's been sorely neglected thusfar in tf2 (with the exception of the rocket jump)
Because of the shield I thought of something like this.
If this gun is about shielding:
+20% explosive resistance
-10% movement speed
Because this gun looks defensive I thought about this.
If this gun is about defending:
Mini-crits on defending an objective
+50% spin-up time
Have you ever played half-life two?
use 512*512 + 512*256? *shrug*
You could just uvmap half the model, mirror it, hence doubling the pixels-per-poly. Yes can lead to some ugly areas when used inappropriately, but sometimes...sometimes it has benefits.
You seem to be confusing art style and texture sizes for legitimate engine limitations.
True, the Unreal 3 engine has a significant number of advanced technologies behind it that the Source engine doesn't. However, the Source engine is more than capable of having large, highly detailed textures and shaders. The characters in TF2 have 2048x1024 textures for their bodies and 1024 textures for their heads. The reason unlockables should have 512 textures is because a 512 takes up far less texture memory than a 1024 or 2048 and thus lets the memory footprint of the game be smaller and the overall performance be higher.
The reason TF2 characters are not very detailed is because Valve intentionally developed an art style which would make multiplayer gameplay better, not because of some sort of limitation of the Source engine.
dunno, but modeling for the Unreal engine is so much easier
So basically, good place to put your UV seams are at very sharp edges, places where the AO is dark and places you will see the less on the model.
Should i go darker on the base metal color?
i'd use 2 seperate shades of metal. one for the internal metalworks and 1 for the sheild and external stuff
Great job with the facemask and the minigun!
That's the TF2 colour pallette. Should give you a good idea of what shade to make your gunmetal.
Im bit pissed now, photoshop is refusing to save the texture. Getting this error when i attempt to save. photoshop is taking up 1gb ram too. Never had issues with cs3 but cs4 and cs5 suck so much.
Could not complete the save command because there is not enough memory RAM
I love the model and texture, I'm wondering how it will look on BLU team though.
I feel the metal have a slight red tint to it, but maybe I'm just imagining things.
And a 1024 textures
Dont think its too visible, only on the sharper areas like the text.
maybe you can make hat, blu or red color on heavy's face ? [or even wig to immitate Mel Gibsons hair]
it would totally fit with minigun...
Is that a bad thing? They're a weapons manufacturer in the TF2 universe so it seems logical that weapons would come from them.
now together with the heavy, the barrels look not that badass somehow. maybe make em thicker so the gun gets more volume towards the barrels?