I don't know about that pattern, it's very detailed and it really wouldn't fit in with the rest of the art style. I'll probably reserve the team colors to the headband part, if I'll make it team colored at all.
It's also a very big picture, could your resize or link it instead?
I don't know about that pattern, it's very detailed and it really wouldn't fit in with the rest of the art style.
It doesn't have to be quite that complex, it's basically just a linked diamond or rectangle pattern. The idea is to give it something that will make it less bright white (though I can see it being exactly the same color as the panama or the sola topi without much difficulty)
Threw on some textures on the scimitar. Probably needs touching up here and there and something to make it look more interesting. tell me what you think.
Here's another color scheme, it might fit a bit better in the surrounding world.
Personally I like the golden scimitar better. It sticks out more whereas the black/ brown model blends in a bit too well. Both look good though.
Loving the theme and the progress so far, keep up the good work!
As nofacej is saying, I think the texture is fine as it is. I'm digging the gold too, maybe you keep that for RED team, alter the silver one to a bluish hue, and that'll work for BLU team.
I went back to the rifle, shortened it and threw together some complex ironsight thingy. I also should make an edited scope overlay to accompany this, though I'm not sure this all would work for valve so I'll try some scope things soon.
The stickers idea sounds pretty nice, we'll see what comes out when I'll get on texturing. The gun certainly could use the personality.
I thought the shape was a bit boring, so I shaped the gun a bit and gave it it's old length back. I don't think clipping is too much of an issue since most of the time sniper's aren't pointing their guns at nearby walls.
There's also a quick texture to try out some colors.
I have to say that I really like the model for the rifle. My one and only gripe is that I don't think the stock and these normal rifle colours go together. I feel that they are two styles that contrast too much to sit well together. Its a great shape for I guess, an 'antique' gun (one with textures similar to the ones you linked on page one) yet this plain brown and metal is too far derived from the original to work in my opinion (and thats all it is )
Maybe give it more of a 'lost treasure/one-of-a-kind' feel? Intricate trim on the non-mechanical parts of the rifle? Throw in some antique gold?
Heh, sure. The texture is pretty much just a test to get a feeling of some colors, by no means should it be considered anything resembling a final product
Khthon, I'll certainly add some details when I start doing the proper texture.
nex, most likely an edited scope overlay that's made to look like ironsights. We'll see.
Just wondering, how would the scimitar look with the brown handle but still keeping the gold areas? I just think the black looks too thick and brown would fit in a lot better.
Also I've read that getting ironsights to work isn't possible cause of how it's not possible to mod out the black area. You could probably still make some kind of small glass eyepiece and stick it on top of the ironsights. Would be easiest to work with, keeps the silhouette plus would look pretty fancy. Don't forget a laser pointer if you go that route btw.
I did a quick test. The stretched image, the low quality, the white lines and outlines, these can be fixed. But in widescreen there's these black bars at the sides, I suppose they could be improved by adding some black gradient to smooth it out and simulate some kind of tunnel vision, but I'm left with the feeling that this solution is kind of cheap looking and all, so I'm definitely leaning towards a scope right now.
I also know nothing about ironsights so I have no idea if those would actually work.
Also here's the scimitar with a wood and gold scheme. It's not bad looking, though I think gold works a bit better with black.
Personally, I'd keep with the iron sight, it makes the gun feel a lot more unique... although either way if selected, Valve would get the final call. Might actually be good to submit a version with and without a scope.
The gradient idea is good, and would actually work if you made the view space the same size as the regular scope. I can see some people not liking the ironsights though, as they get in the way and aren't something you can just turn off like viewmodels. I suggest going with a scope considering it would be less effort and has more chance of being put in. If you do manage to get ironsights fully working though that'd be pretty cool and definitely a first.
As for the scimitar, I quite like the brown handle :x Though I can see why you'd want black. Go with black.
That iron sights view kind of gives me that "every other FPS shooter out there" vibe, so I'm a bit hesitant. It's cool that it provides another way to "scope/snipe" though. I suggest messing with the design and/or shapes so it doesn't look as much like other FPS games.
From an aesthetics perspective I really like the iron sight you've designed, but gameplay wise I agree that adding a scope would be best. Perhaps you could keep the iron sight as is and add some sort of magnifying glass in front of it.
I'm reposting this, since I actually posted this message three days ago, but polycount's silly authentication system took it a while for anything to show up.
...Quick idea about the theme though;
Add some stickers/stamps from the sniper's travels.
Makes the theme really obvious and should give some personality to the rifle. Obviously wouldn't work on the hat, but maybe the sword can have a "Made in persia" engravement, something like that.
I don't know exactly how it works (I haven't seen anything specifically on this subject in the guidelines) but if it were me, I'd make a version with the ironsights and a version with a scope and send them together just in case they didn't like the ironsights idea.
I personally like it, and think there's a reason why it's popular in other games, that reason being it's a good idea that adds to immersion and game mechanics.
I would definatly add a scope on top of that.
Some arabian lens construction that looks ancient.
I think the scope has to much influence on the tf 2 gameplay.
You dont really see much when zoomed in and you have the bar indicating how
much power the shot has.
Without a scope its less likely to be integrated as it would cause
a lot of trouble for valve.
That sayd i like everything else you have done and i see this being a winner polypack!
Yeah at the moment I think you and nrek are the sniper frontrunners.
Nrek's rifle fits a little better with TF2 at the moment, but your theme is more cohesive and is a nice change of pace from the same-old of the sniper thusfar.
Thanks for the comments, everyone. I absolutely agree that the ironsight design wasn't exotic enough, so I redid the whole thing.
I also added a magnifying lens type of thing, it should work pretty well as a "scope", but doesn't really remove the possibility of iron sights. An added bonus is that the scope overlay can be the same as the original sniper scope or one that is only slightly edited.
disregard the model irregularities and the lack of texture, look at the lens instead. I like the effect myself quite a bit, though I might be the only one who does.
Replies
That's why I ditched the yellow belt for the panama.
Damn you Arabic you massively redundant language!
It's also a very big picture, could your resize or link it instead?
Here's another color scheme, it might fit a bit better in the surrounding world.
Loving the theme and the progress so far, keep up the good work!
(I simply ADORE the hat)
As for ideas to make it have some more interesting details;
You could give it a small design cut out of the blade -
I went back to the rifle, shortened it and threw together some complex ironsight thingy. I also should make an edited scope overlay to accompany this, though I'm not sure this all would work for valve so I'll try some scope things soon.
The stickers idea sounds pretty nice, we'll see what comes out when I'll get on texturing. The gun certainly could use the personality.
..just one thing tough, IMO the handle seems exagerately curved.
There's also a quick texture to try out some colors.
edit: that purple background kills every little possibility of actually being able to grasp the model's texture
Maybe give it more of a 'lost treasure/one-of-a-kind' feel? Intricate trim on the non-mechanical parts of the rifle? Throw in some antique gold?
Picture for new page.
iron sights? :poly121:
nex, most likely an edited scope overlay that's made to look like ironsights. We'll see.
Also I've read that getting ironsights to work isn't possible cause of how it's not possible to mod out the black area. You could probably still make some kind of small glass eyepiece and stick it on top of the ironsights. Would be easiest to work with, keeps the silhouette plus would look pretty fancy. Don't forget a laser pointer if you go that route btw.
I did a quick test. The stretched image, the low quality, the white lines and outlines, these can be fixed. But in widescreen there's these black bars at the sides, I suppose they could be improved by adding some black gradient to smooth it out and simulate some kind of tunnel vision, but I'm left with the feeling that this solution is kind of cheap looking and all, so I'm definitely leaning towards a scope right now.
I also know nothing about ironsights so I have no idea if those would actually work.
Also here's the scimitar with a wood and gold scheme. It's not bad looking, though I think gold works a bit better with black.
As for the scimitar, I quite like the brown handle :x Though I can see why you'd want black. Go with black.
http://www.fpsbanana.com/sprites/3093
To avoid this horrible gimmick, I'd just recommend putting a scope on it.
I personally like it, and think there's a reason why it's popular in other games, that reason being it's a good idea that adds to immersion and game mechanics.
Some arabian lens construction that looks ancient.
I think the scope has to much influence on the tf 2 gameplay.
You dont really see much when zoomed in and you have the bar indicating how
much power the shot has.
Without a scope its less likely to be integrated as it would cause
a lot of trouble for valve.
That sayd i like everything else you have done and i see this being a winner polypack!
Nrek's rifle fits a little better with TF2 at the moment, but your theme is more cohesive and is a nice change of pace from the same-old of the sniper thusfar.
I also added a magnifying lens type of thing, it should work pretty well as a "scope", but doesn't really remove the possibility of iron sights. An added bonus is that the scope overlay can be the same as the original sniper scope or one that is only slightly edited.
disregard the model irregularities and the lack of texture, look at the lens instead. I like the effect myself quite a bit, though I might be the only one who does.
it really fits with the design ethic. less technical but the same purpose.
Still wishing the hat was team colored though : \
Try embedding a wire cross hair into it, as they do with real aperture sights?