Hello all and welcome to my little thread. I'm new here on the Polycount forums, and as you can guess have signed up for this competition. I have created several hats before, which I will showcase in this first post, please feel free to comment in any way, I'm quite new to the whole modelling scene; my 4 hats are my first 4 3D models ever (not counting a failed first attempt at my first hat before following any tutorials about modelling).
First of all, I created a demo pirate hat. Unfortunately, it was not chosen by valve, I suspect my tricount was on the high side (in the guidelines for TF2's contribute site it says 800 polys, little did I know that they meant 800 tris which turned out to be twice the amount I used on my first three hats). Anyway, here's a nice screenie (from my fpsb submission) and the "backstory" I made up for it (I tried to emulate TF2's form of humour we know and love):
A traditional Scottish hat, often worn while out getting drunk. Associated with drunk one-eyed pirates ever since a drinking game went horribly wrong. Coincidentally this was also the day pirates were invented.
My second hat was a wintersports-style beanie for the pyro, playing into the pyro's child-like nature and the irony that pyro's never actually cold. On the top the flower from the handbag found in pyro's locker is visible. Backstory:
The pyro's snow hat. Nobody knows why the pyro wears this. Maybe the pyro secretly loves snow and the cold? Maybe the pyro's mother said "don't forget your hat sweetie, and remember to keep warm!"? That would also explain the pyro's career choice. Who knows?
The third hat I created was also unfortunately very similar to another hat that was chosen instead of mine, once again I suspect the tricount. It is a wig for monsieur spah, tipping his wig at a famous spy/ladiesman that came before him; Casanova (the one that actually became official looks more like something Mozart wore). Anyway, backstory time:
Ch
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This isn't me showing off what I'm going to enter for the Polycount Pack contest, this is me showing off what I've previously made, before this contest was started, but I thought it fit into the TF2-theme of this subforum. And I will be updating this thread with my sentry-remakes which WILL be for the contest.
The basic shape looks like two six-sided "cylinders" on top of eachother, much like two nuts but without visible holes. This is what it looks like for the creation, so fresh out of the toolbox. For the first level the top nut screws itself up revealing a "screw" that connects the two. The bottom nut then breaks into 3 parts; a middle rectangular part where the screw comes out and two triangular parts on the side (so basically it breaks up from the two front corners to the two back corners) that screw themselves out sideways to provide balance. The top nut does the same thing, but the middle part breaks in 2 parts vertically, and the side parts and the bottom half of the middle part stay in place while the top middle part moves up, with a "gun" sticking out. This middle part then rotates over the x axis to point the gun forward.
To aim sideways the whole top nut turns around on the screw, and to aim up and down the top middle part of the top nut rotates over the x axis. The firing animation will have the gun firing, then rotating 360 degrees backwards while ejecting the shell at 90 degrees through.
I threw a concept together in PS as I designed it on paper and have no scanner, but I hope this is clear enough to give you an idea of my concept.
There are many taking on the Engineer, but only a few of them are redoing the sentry so you're going the brave route. I like Khton's idea of the Rover, especially since the Space Race will be around that time period. It looks like you're going for a screw aesthetic though, so of course it's your call on what theme it goes with.
I'm planning to keep the general shape like this, and add details and some nice smoothed edges and stuff like that
Sorry, but no concept art I can upload, most of it I've been drawing in class in a notebook, and I don't have a (working) scanner or even camera.
quite deco in fact, good eyes.
its very geometric currently, not sure how well it fits with current engineer equipment (tele/disp). But I like the renders nonetheless.
Will start working on structural details (like connecting the different parts to eachother etc.) and then design details. After that it's animation, which I have next to no experience with, will be fun