It doesn't really look too similar. It doesn't look anywhere near as similar as a lvl 2 and lvl 3 sentry do at the moment, considering the only notable difference is the rocket launcher on top.
You're very talented! I agree with Karkasmolenklok ... not too similar. If you're worried about it, you could always just have a big scope-like thing fold out from the top when it hits level 3.
I think it needs something larger like a scope or laser that pops out on level 3. Right now there's nothing larger that will let people quickly know it's level 3 from a distance. That's never a problem with the current sentry. Otherwise it's looking really good. The animations seem a bit too smooth to me for some reason but they're still much much better than any other sentry entries I've seen.
The thing about the laser is, that this laser is visible through the air like in "Portal". If you see a laser, you know that a sentry is aiming there.
I also thought of some other visual upgrades:a
- A mechanical Control-Pad with huge buttons and a long-classic switch on the side at the rear of the sentry
- Some LED-Lights on the side, which shows the charge energy of the sentry. If all LEDs are visible the Sentry should be ready to shoot.
- Maybe some Retro-Styled Lamps and Spoolings on it.
- You can see where the sentry aims on it's screen (if the valve-engine would allow such a texture). Otherwise it will be a Hud with various flipping useless informations in it.
- One or two hoses too cooldown this sentry on LVL3, but this will be quite difficult to animate.
i've been thinking a little bit more about what u could add to lvl 3 to make it awsome compared to lvl 2 and well :
you could make a big( or little) fan pop over the sentry. this fan rotates just as the normal sentry, (keeps moving independently of what the sentry is doing).
-its abilit is to airblast anything in front of it im saying airblas because its the effect we all know that already exists, but i mean, that it repels anything in front of the fan, giving it a indenpendent rotation would give enemies a chance to attack when the fan its not towards them).
it could even add a slow to enemy players in front of it and extinguish fire.
OR instead of the slow, the effect could be the same as the pyro's airblast when its aligned with the enemy, then , when the enemy is on the air the sentry could have a chance to shot it.
i would add mini crits to the sentry to any enemy airborne.
those are my ideas, excuse me for my bad english again, if u dont understand something and think its interesting just ask me and we can talk about it.
Sorry for the lack of updates lately, was kinda busy atm.
I worked most of the time on the UV Set for the Sentry.
The left picture is the current Color-Channel (+ Occlusion) the right one is just the Occlusion Shader of the current Version of the Level 3 Sentry (the other Lvls look simliar, but their occlusion layer changes while the sentry transforms). I'll add some detail (like rust, labels, fonts etc.) on it later, but I am also aware that I can't do much texturing details for this sentry with a 512x512 Texture. Now I can use some time to make the missing details for this sentry, like the muzzle or the display etc. I also modelled a console-pad for the level 3 Version. But I'll show it later.
There's plenty of space spare on your UV map and a lot of places that you could double up your UVs even with the ambient occlusion complicating matters. Yuu could get loads more texel resolution out of that thing.
Anyway, your model and animations are looking great. Nice work.
OH MAN! That thing looks incredible! That thing could definitely pack a punch. I personally think you are on the right track. I'd love to see this in game!
I'm currently working on a good screen for the monitor of the Lvl 3 Sentry, but I have a small design problem for it.
Keeping the visual style consistent is important, in that we don't want anything out of theme or out of date. TF is a stylized world set some time in the 50's. Nothing modern, visually hyper-realistic, or overly "cartoony."
My goal is, that this sentry looks pretty expensive and high-tec like for the TF2 time. On the other side it shouldn't be very modern like the tecnology we had 20 years ago. According to this quote, there weren't even automatic sentries like the original one possible, but now I have a sentry with a filigree design that will have to face the same problem.
This flat screen on the top black shelf, which will appear the level 3 Sentry is such a problem. There weren't even proper screens in that time period. But editing this screen into a big old-school monitor wouldn't fit into this style and removing the whole screen wouldn't look cool either. So I have to trick around, that people actually have to think that this sentry from the 50's, even if it has more modern stuff. Only people who are older than 60 years may can think of what was really at that time.
I searched for different references to get a good feeling, what the screen should look like. I made a few points for the screen I want to have:
1. It should has a very low detailed resolution, because it would make it more old-school-like and it would be perfect on the textured limit.
2. It shouldn't have much colors. I prefer to use a colored gradient to just one color ( I prefer orange, because it's the basic Team Fortress 2 Color )
3. It shouldn't have much detail and it should be very stylized, which means, that you can perfectly see what's on the screen in a second.
The first 8 images are references from google, the last 3 are selfmade ideas how it could look like. Non of them are final, but I hope I can give you an image of what the screen should display. Please make some comments and rates for it and say something what's on your mind.
The other thing I have to think about it, where the sapping tool should be when this sentry is going to be sapped. Of course, you can see the sparkles from every side, but it can be difficult to place the sapper in a good position. Maybe the sapping position will also change when then sentry upgrades... but maybe this is just soemthing valve can think of when my sentry would be integrated XD.
The Red Font shows the stuff I wanne edit now and the blue markers are showing the possible sapper-positions for the Lvl. 3 Version.
I think you should take a second pass at the animations. The way the sentry assembles is just fine, but the animations should really be more, well, animated. They seem too smooth. Look at this gif for an example of how the level one sentry is animated. You can see that it bounces and snaps into place compared to your smooth animations.
I think you should take a second pass at the animations. The way the sentry assembles is just fine, but the animations should really be more, well, animated. They seem too smooth. Look at this gif for an example of how the level one sentry is animated. You can see that it bounces and snaps into place compared to your smooth animations.
Well I'm not even sure if I'll be able to convert the animation into a proper TF2 Contribute. I have done this animation to get a good visual for you guys how the animation looks and that I can take a look how the sentry should work afterwards. I'm concentrating on the Textures and Details now, before I make the animation final.
Those are some of the new details I currently worked on. I think I'm going to be done with the modelling. I'm just finalize the texturing (Occlusion etc) and a spec-texture for it. After that we can take a look how it looks in the game : )
Wow, I really love this idea, and your sentries are looking really nice.
Although you do need 3 items right? In that case, why not replace one of the engineer's guns for one that is better at long range. My best idea was a shotgun that does 10% less damage, but the bullets spread out less as they travel, allowing for better shots at long distances or maybe you could make a dispenser that takes 50% less damage from bullets but 50% more from non-bullets, meaning it takes less damage from sniper rifles and other long ranged guns.
Wow, I really love this idea, and your sentries are looking really nice.
Although you do need 3 items right? In that case, why not replace one of the engineer's guns for one that is better at long range. My best idea was a shotgun that does 10% less damage, but the bullets spread out less as they travel, allowing for better shots at long distances or maybe you could make a dispenser that takes 50% less damage from bullets but 50% more from non-bullets, meaning it takes less damage from sniper rifles and other long ranged guns.
Here the answer ^^:
Q. If I do a building for the Engineer, are all 3 levels for that building considered 1 entry? Or do I need to do 2 additional items in order to submit? Also, do I have to do the 3 levels or can I do 3 Level 1′ buildings?
A. Each level for your building is considered 1 item (of the 3 item minimum). So you can submit 1 Building with all 3 of its levels and that would be acceptable. However, please dont submit just 1 or 2 levels for your building Valve gets stabby when we make them do more work than originally planned.
Saxron hale? sounds like a robot...rival company is robots?
Sorry Typing fault XD
Womann Co. could be his rival!
Naah, I'm more thinking about a company that is the total opposite of Mann Co. I mean not Woman XD. I mean Mann Co. is a company of one crazy wild dschungle crocodile-killer guy. I'm thinking more of an alternative like we know from "Black-Mesa" or "Appature Science" where everything is more sublty and serious. I dunno, like a secret James Bond Weapon-Science Company or whatever XD.
I don't think that text on the weapon is a good way to go at all unless it's a small serial number just to add some detail or something. Also, for the little LED display - don't know that those even existed in the 60's. Maybe replace that with something like this:
I think maybe you shouldn't put the name 'Anti-Snip-R 2000' on it either, because Valve may have their own ideas for names and functions for your item!
Naah, I'm more thinking about a company that is the total opposite of Mann Co. I mean not Woman XD. I mean Mann Co. is a company of one crazy wild dschungle crocodile-killer guy. I'm thinking more of an alternative like we know from "Black-Mesa" or "Appature Science" where everything is more sublty and serious. I dunno, like a secret James Bond Weapon-Science Company or whatever XD.
dosent the dispenser have a screen, and they have TV, evidently as shown in the multiple comics,
Naah, I'm more thinking about a company that is the total opposite of Mann Co. I mean not Woman XD. I mean Mann Co. is a company of one crazy wild dschungle crocodile-killer guy. I'm thinking more of an alternative like we know from "Black-Mesa" or "Appature Science" where everything is more sublty and serious. I dunno, like a secret James Bond Weapon-Science Company or whatever XD.
Here the answer ^^:
Sorry Typing fault XD
Naah, I'm more thinking about a company that is the total opposite of Mann Co. I mean not Woman XD. I mean Mann Co. is a company of one crazy wild dschungle crocodile-killer guy. I'm thinking more of an alternative like we know from "Black-Mesa" or "Appature Science" where everything is more sublty and serious. I dunno, like a secret James Bond Weapon-Science Company or whatever XD.
Oh, cool. In that case, I suppose you could always look into making a gun or hat once you finish the sentries. Maybe a pair of binoculars to go over his eyes? (Since the theme is long-range) although that sounds a lot like the medic's goggles
Add on a shell ejection port on the side somewhere, Make the levels 2 and 3 look shell based, rather then clip or steam. and a neat ejection sound after it fires. making it more noted when it's firing besides just a heavy thud.
I'm disapointed your pack wasn't part of the winners. You made some great stuff and, obviously, put a lot of effort into it. If it can make you feel any better, if it was up to me, you would have won the contest for sure.
Replies
I also thought of some other visual upgrades:a
- A mechanical Control-Pad with huge buttons and a long-classic switch on the side at the rear of the sentry
- Some LED-Lights on the side, which shows the charge energy of the sentry. If all LEDs are visible the Sentry should be ready to shoot.
- Maybe some Retro-Styled Lamps and Spoolings on it.
- You can see where the sentry aims on it's screen (if the valve-engine would allow such a texture). Otherwise it will be a Hud with various flipping useless informations in it.
- One or two hoses too cooldown this sentry on LVL3, but this will be quite difficult to animate.
- Charging Batteries on the side
you could make a big( or little) fan pop over the sentry. this fan rotates just as the normal sentry, (keeps moving independently of what the sentry is doing).
-its abilit is to airblast anything in front of it im saying airblas because its the effect we all know that already exists, but i mean, that it repels anything in front of the fan, giving it a indenpendent rotation would give enemies a chance to attack when the fan its not towards them).
it could even add a slow to enemy players in front of it and extinguish fire.
OR instead of the slow, the effect could be the same as the pyro's airblast when its aligned with the enemy, then , when the enemy is on the air the sentry could have a chance to shot it.
i would add mini crits to the sentry to any enemy airborne.
those are my ideas, excuse me for my bad english again, if u dont understand something and think its interesting just ask me and we can talk about it.
I worked most of the time on the UV Set for the Sentry.
The left picture is the current Color-Channel (+ Occlusion) the right one is just the Occlusion Shader of the current Version of the Level 3 Sentry (the other Lvls look simliar, but their occlusion layer changes while the sentry transforms). I'll add some detail (like rust, labels, fonts etc.) on it later, but I am also aware that I can't do much texturing details for this sentry with a 512x512 Texture. Now I can use some time to make the missing details for this sentry, like the muzzle or the display etc. I also modelled a console-pad for the level 3 Version. But I'll show it later.
Here is the whole animation with the newest shading in a unrendered version.
[ame]http://www.youtube.com/watch?v=1BwBvNy9238[/ame]
A rendered version will follow soon.
Have Fun
Ryu Ookami
Keep up the amazing work!
Anyway, your model and animations are looking great. Nice work.
My goal is, that this sentry looks pretty expensive and high-tec like for the TF2 time. On the other side it shouldn't be very modern like the tecnology we had 20 years ago. According to this quote, there weren't even automatic sentries like the original one possible, but now I have a sentry with a filigree design that will have to face the same problem.
This flat screen on the top black shelf, which will appear the level 3 Sentry is such a problem. There weren't even proper screens in that time period. But editing this screen into a big old-school monitor wouldn't fit into this style and removing the whole screen wouldn't look cool either. So I have to trick around, that people actually have to think that this sentry from the 50's, even if it has more modern stuff. Only people who are older than 60 years may can think of what was really at that time.
I searched for different references to get a good feeling, what the screen should look like. I made a few points for the screen I want to have:
1. It should has a very low detailed resolution, because it would make it more old-school-like and it would be perfect on the textured limit.
2. It shouldn't have much colors. I prefer to use a colored gradient to just one color ( I prefer orange, because it's the basic Team Fortress 2 Color )
3. It shouldn't have much detail and it should be very stylized, which means, that you can perfectly see what's on the screen in a second.
The first 8 images are references from google, the last 3 are selfmade ideas how it could look like. Non of them are final, but I hope I can give you an image of what the screen should display. Please make some comments and rates for it and say something what's on your mind.
The other thing I have to think about it, where the sapping tool should be when this sentry is going to be sapped. Of course, you can see the sparkles from every side, but it can be difficult to place the sapper in a good position. Maybe the sapping position will also change when then sentry upgrades... but maybe this is just soemthing valve can think of when my sentry would be integrated XD.
The Red Font shows the stuff I wanne edit now and the blue markers are showing the possible sapper-positions for the Lvl. 3 Version.
Have Fun!
Ryu Ookami
COOL BEANS
http://tf2wiki.net/wiki/File:Sentryani.gif
Well I'm not even sure if I'll be able to convert the animation into a proper TF2 Contribute. I have done this animation to get a good visual for you guys how the animation looks and that I can take a look how the sentry should work afterwards. I'm concentrating on the Textures and Details now, before I make the animation final.
Those are some of the new details I currently worked on. I think I'm going to be done with the modelling. I'm just finalize the texturing (Occlusion etc) and a spec-texture for it. After that we can take a look how it looks in the game : )
Yeah, you're right, I'm going to delete it ^^
I'm tired to see Mann Co. on every item lately anyway. It would be cool if another company interferes as personal rival to saxron hale XD.
Although you do need 3 items right? In that case, why not replace one of the engineer's guns for one that is better at long range. My best idea was a shotgun that does 10% less damage, but the bullets spread out less as they travel, allowing for better shots at long distances or maybe you could make a dispenser that takes 50% less damage from bullets but 50% more from non-bullets, meaning it takes less damage from sniper rifles and other long ranged guns.
Here the answer ^^:
Sorry Typing fault XD
Naah, I'm more thinking about a company that is the total opposite of Mann Co. I mean not Woman XD. I mean Mann Co. is a company of one crazy wild dschungle crocodile-killer guy. I'm thinking more of an alternative like we know from "Black-Mesa" or "Appature Science" where everything is more sublty and serious. I dunno, like a secret James Bond Weapon-Science Company or whatever XD.
(the counter, not the actual odometer)
I think maybe you shouldn't put the name 'Anti-Snip-R 2000' on it either, because Valve may have their own ideas for names and functions for your item!
you're thinking of Spytech
have a look at this
Oh, cool. In that case, I suppose you could always look into making a gun or hat once you finish the sentries. Maybe a pair of binoculars to go over his eyes? (Since the theme is long-range) although that sounds a lot like the medic's goggles