Progress: Render of the new dispenser (Level 1). Only thing the model does not have in it right now is the items in the bottom shelf (health, ammo, etc.) and the mirror of the front on the other side.
Keep in mind that the engineer's buildings are originally red/blue boxes that transform into said buildings. If you're making a placement animation, don't forget to include the box.
OH yeah and this pack looks awesome, keep up the great work. ;D
Keep in mind that the engineer's buildings are originally red/blue boxes that transform into said buildings. If you're making a placement animation, don't forget to include the box.
OH yeah and this pack looks awesome, keep up the great work. ;D
I modeled it in parts to be sure it would fit like that. It is scaled to the previous dispenser's dimensions for the toolbox.
You could make a ring as a miscellaneous item, so it doesnt use the same tri count as the hat.
If I did that, I would have to replace the marshal's set with it. Not sure if a single nose-ring is enough for a dedicated misc. item. I'll think it over, however. I am not exactly satisfied with the marshal's set anyway.
Like I already on FP said the numbers on the dial can't be read. Also I recommend getting a better resolution of the "Red" texture or scaling it down. Don't know if you can get a higher res though so scaling down and placing it over to the side a bit would make it tons better.
the screen of the dispenser seems too real, maybe make it a dark gray with cartoonish white words? I dunno, but something less realistic than that
That screen is the temporary screen used on the normal dispenser.
I responded on FP, Doggy. The team logo is something I DO have a problem with on it. I forgot to make it a higher res when UVing it and it would be kinda difficult to fix it now. I'll see what I can do later, but I might have to make a sacrifice on it.
Also, I think if it were a closer view of the numbers, you could read them. I made them quite high res compared to other stuff. But, the render doesn't really do them justice.
That screen is the temporary screen used on the normal dispenser.
Doesn't really fit here though. I'd change it. You could modify it to be very beat up? I mean to say the screen could have stuck pixels or dead ones. But make it cartoony in the process if you get what I mean. Just throwing out ideas.
I loved that you used the "Driller" logo rather than slapping "Mann CO" on it like most other people would have.
However the RED sign look terribly low resolution, and the screen too realistic.
The screen is just Valve's placeholder. The screen will be exactly like the one you see in-game on the dispenser, but you do not texture it in.
I'm thinking of exactly how to fix the Red team logo. It is low resolution because I couldn't fit the sign anywhere else on the UV map after I forgot to remove it from the faceplate UVs. I'll think of something.
Yeah. I plan to rig in a few minutes, just got back.
Progress:
This render is at a higher resolution. I took away Valve's placeholder since everyone seems stuck on that. Any screen I make there would not be seen in-game. Also upped the res of the team logo by separating it to a 64 x 64 texture like I did with the glass.
I'll add the unfolding of the toolbox after Tuesday. I'll be gone until then. And when I can find the right model to decompile to get the toolbox in parts.
Looking nice! One thing I'm not a fan of is the little rotating jiggles it has when it starts building up. I think it should shake around a bit, but it shouldn't completely rotate a few degrees like it does now.
Yeah, I am making the other levels. I drew some concepts for them, but the art didn't come out like I wanted. I will just model them then display progress.
I tried making the jiggles like the normal dispenser's. I might have gotten it a bit extreme, yeah. I'll take another stab when I get back.
I think it should shake around a bit more than it does now, but the little rotations it has aren't necessary. It rotates while it's completely flat on the ground which doesn't make much sense.
The blank red-space is the screen. Like I've said multiple times before, it is the placeholder that is rendered over in-game. I have nothing to do with how it looks, that screen is the one the normal dispenser uses.
I had Valve's placeholder texture there to represent that, but people kept commenting against it. It is only a placeholder.
Sorry X-quake, I did see that, but I thought you might have changed that when you removed the placeholder texture.
With the normal dispenser more medical/ammo boxes and supplies pop out, so I thought duping the window display would be cool. Just a thought, but I understand now.
I'll work on this again as soon as I can. A stick of RAM seems to have gone bad and I have spent all day running memtests and reinstalling Windows.
My kits run fine separate, but hate each other now -- even if they were in love before. It will suck if I have to buy another kit of this. It was $57 when I first bought it, but now it is $95... In less than a year.
So, I'll post information as soon as I get a chance to work on it again. I still need to reinstall all my tools once I get everything up and running again. Whenever that is.
Okay. So I fixed my RAM issue; that is the good news.
The bad news is... I lost all of my dispenser's files. When moving over the scene files before backing up (when plagued every operation with a BSOD) it seems some of my project files got corrupted. Worse off is, both my dispenser and its backup were corrupted. Everything else in my pack made it out (minus some old stuff) but the dispenser.
Which means I will have to make it again. I am very frustrated at this. But, if I can stop being angry for a few minutes to start it, I will have a chance to make the body more compartmented. I will be able to make a better build animation for the main body if I do this. It was in parts before, but not as much as it could be.
I gotta say, it feels like a chore remaking this thing. Compared to the fun I had before, it is a let down.
But, here is Progress:
The model seems done. I will UV and texture next. I ended up keeping the 1 piece main body, as it seems better for the style of this dispenser to not look segmented in the middle. The tank is segmented now, but the body will expand as 1 piece this time, instead of in triplets.
I'll rig and animate tomorrow before working on the next 2 levels again. After that, it seems all I must do is finish up the texture for the wrench and add the bonemerge commands I forgot for the pistol and wrench.
Then I will make some presentation screens for the items.
Replies
I'd be more worried about pyros :poly122:
also like they would have a some clipping issues with some walkways.
The horns are shorter than the shoulder length. If a walkway can support the engineer's frame, it can support the horns.
You probably already thought about it, but I think it would be great.
OH yeah and this pack looks awesome, keep up the great work. ;D
I modeled it in parts to be sure it would fit like that. It is scaled to the previous dispenser's dimensions for the toolbox.
I would, but the hat already takes up the 800 tris.
Also, finished the texture of the dispenser. I will update as soon as I get a good render of it.
You could make a ring as a miscellaneous item, so it doesnt use the same tri count as the hat.
If I did that, I would have to replace the marshal's set with it. Not sure if a single nose-ring is enough for a dedicated misc. item. I'll think it over, however. I am not exactly satisfied with the marshal's set anyway.
Textured Render of the Dispenser
I need feedback, though. Something about the numbered meter underneath the screen. Does it need to change?
the screen of the dispenser seems too real, maybe make it a dark gray with cartoonish white words? I dunno, but something less realistic than that
That screen is the temporary screen used on the normal dispenser.
I responded on FP, Doggy. The team logo is something I DO have a problem with on it. I forgot to make it a higher res when UVing it and it would be kinda difficult to fix it now. I'll see what I can do later, but I might have to make a sacrifice on it.
Also, I think if it were a closer view of the numbers, you could read them. I made them quite high res compared to other stuff. But, the render doesn't really do them justice.
However the RED sign look terribly low resolution, and the screen too realistic.
I'm thinking of exactly how to fix the Red team logo. It is low resolution because I couldn't fit the sign anywhere else on the UV map after I forgot to remove it from the faceplate UVs. I'll think of something.
Progress:
This render is at a higher resolution. I took away Valve's placeholder since everyone seems stuck on that. Any screen I make there would not be seen in-game. Also upped the res of the team logo by separating it to a 64 x 64 texture like I did with the glass.
[ame]http://www.youtube.com/watch?v=aVQgaVPkbg8[/ame]
I'll add the unfolding of the toolbox after Tuesday. I'll be gone until then. And when I can find the right model to decompile to get the toolbox in parts.
I tried making the jiggles like the normal dispenser's. I might have gotten it a bit extreme, yeah. I'll take another stab when I get back.
[ame]http://www.youtube.com/watch?v=aVQgaVPkbg8[/ame]
Level 2
Level 3
I had Valve's placeholder texture there to represent that, but people kept commenting against it. It is only a placeholder.
With the normal dispenser more medical/ammo boxes and supplies pop out, so I thought duping the window display would be cool. Just a thought, but I understand now.
My kits run fine separate, but hate each other now -- even if they were in love before. It will suck if I have to buy another kit of this. It was $57 when I first bought it, but now it is $95... In less than a year.
So, I'll post information as soon as I get a chance to work on it again. I still need to reinstall all my tools once I get everything up and running again. Whenever that is.
The bad news is... I lost all of my dispenser's files. When moving over the scene files before backing up (when plagued every operation with a BSOD) it seems some of my project files got corrupted. Worse off is, both my dispenser and its backup were corrupted. Everything else in my pack made it out (minus some old stuff) but the dispenser.
Which means I will have to make it again. I am very frustrated at this. But, if I can stop being angry for a few minutes to start it, I will have a chance to make the body more compartmented. I will be able to make a better build animation for the main body if I do this. It was in parts before, but not as much as it could be.
But, here is Progress:
The model seems done. I will UV and texture next. I ended up keeping the 1 piece main body, as it seems better for the style of this dispenser to not look segmented in the middle. The tank is segmented now, but the body will expand as 1 piece this time, instead of in triplets.
UV mapped and Textured it.
Again...
I'll rig and animate tomorrow before working on the next 2 levels again. After that, it seems all I must do is finish up the texture for the wrench and add the bonemerge commands I forgot for the pistol and wrench.
Then I will make some presentation screens for the items.