I may make the straps a bit wider but I'd like to get them to a point where they don't cross the holes at all. They're hose clamps so I'm going to add in the little retaining screw and such.
I think you can make them double the width they are now and it should be good.
They'll cover a portion of the hole but still lokk good, if you make them burned they'd look like they were gonna break any second.
-- why have we not seen the textured axe yet huh? stop murdering me in-game and get some work done!
I need a little advice here. I'm not sure if this hammer shape is that good looking. Above is the original flaregun hammer. Mine will also be deeply beveled like that one.
I'll try to have some texture done tonight but I refuse to ever stop murdering you ingame Scudz.
I need a break. Here's where I am at the moment. The hoses are still NURBS curves so no geometry for them yet. Tri count is at 5279 at the moment. I might make the hose clamps wider, maybe not. I kinda like them skiny like they are on the flamethrower.
Still trying to figure out that hammer. Suggestions and crits would be much appreciated.
Swizzle if you're reading this, I've already forgotten to work more on the hand guard tlike you suggested 2 times now. Don't let me forgot before I finish because I know will totally leave that thing floating there like an idiot.
remove the lines that are unnecessary on the end. I liked the V's as well, just make them separate from the actual hammer and that will save you a lot of tris.
Also, looks fucking beast. I cant wait to airshot some scoots + Soldiers with this thing.
Some good news and some bad news here. The flaregun model is "done". it's at 5698 tris at the moment but I'm going to vut it down some more in various areas. Here's what it looks like.
Now the problem, some major clipping that would happen when the breech is opened that I completely missed.
See what I mean? Derp. So I'm going to go UV the fire axe and get cracking on my hat and then go back to this and figure out how to correct said idiocy.
I'd just forget about it nif I could but it's pretty major and right in the field of view. Even someone with the standard FOV would probably see it unless the movement was so quick that it didn't matter.
Depends on how much time I have. I'm going to do a hat as a copout and if i have time I'll try to get a new flamethrower. If I don't finish it then I'll just Contribute it.
I have a possible idea for fixing the clipping issues on the breach:
Just a Suggestion, could also add a little more visual interest to see the tank freely swinging.
I appreciate the suggestion. The problem is that the fitting that's on the top of the tank that runs to the hoses also clips. So basically I need to move everything farther forward and re-run the hoses somehow. Or something.
Actually that's a decent idea. I was going to replicate the texture that the rocket model has since it's stolen from the soldier but the Pyro repainting it sounds fun.
Thanks ,someone pointed that out to me and I'm redoing the blade entirely. I'm using Larolaro's soldier knife as a reference to try and get a good metal look. I think my grays need to be closer together in color.
I'd say #3, it seems to have the most "life" to it, honestly I didn't even notice the logo at first so you'd probably have to redo it before I could decide if I like it or not.
Quick update. Because I like updates. I went with a color more around #2 to make the wood be more neutrally colored as opposed to the team-colored grip, paint, and wire. I think I'm still going to try more of a redwood grain but I like this dark wood. I also bumped the logos up a bit so they're more visible.
Also, much thanks to Swizzle for providing a much better AO map for me. I wasn't able to get a good map out of Maya for whatever reason.
badass idea, great prop man. Only thing I'd change is some of your brush strokes. right now it looks like you drew an outline all over the blade and head(where the blade attaches). Try getting rid of most the scratches on the top and bottom of the blade. Break up the outline of the head with some of that brown, and add in a few strokes of another brown shade to offset it. more brush strokies
Also, for the brown shade- you may want to think about using a slightly blueish tint instead of red. Blues are used mostly for metals. I'd go with a gray with a slight tint of blue. Then play with the value to make sure that it is more dominant than your scratches. I used swizzle texture page as ref.
badass idea, great prop man. Only thing I'd change is some of your brush strokes. right now it looks like you drew an outline all over the blade and head(where the blade attaches). Try getting rid of most the scratches on the top and bottom of the blade. Break up the outline of the head with some of that brown, and add in a few strokes of another brown shade to offset it. more brush strokies
Also, for the brown shade- you may want to think about using a slightly blueish tint instead of red. Blues are used mostly for metals. I'd go with a gray with a slight tint of blue. Then play with the value to make sure that it is more dominant than your scratches. I used swizzle texture page as ref.
For clarification, the axe head isn't done yet. That's just a base color before I start to add more brush strokes to it and vary the color. Also, the reddish gray on the head is supposed to be worn paint and the grays are metal. The paint will receive more gray colors and the metal more gray and blue. This is the red pyro's axe as well so the reds are going to be stronger.
I'll try changing the color of the wood up a bit, I like the dark stained wood look but you're right it does kind of blend everything together too much.
Opinions on how I'm doing on the texture? I also just realized that I still need names for these dang things. I'm drawing a blank right now, so any ideas?
The wood and strap look great, but I'm not a fan of the way-too-drastic transition on that axe blade. It should "fade" slightly with the brush strokes so it looks more like a worn metal and less like a sticker or something on top of the metal (like how you painted the strap and wood)
Ax names- the R.P.A. (Rocket Propelled Ax, like RPG) the Axeplosion Bomb Basher Rocket Reaver Poweraxe
Flaregun names-
(Assuming something to do with health from the canister?) Leech Lighter Heat Seeker's Health-Burner
The Heat Seeker
The Flare Up (flare up meaning aggravation of symptoms of a medical condition) The Fuseer (a fusee is a type of pyrotechnic that produces a brilliant light) The Pyrotechnical
Better? I'm still trying to soften the border between metal and paint more. I can't wait until I have to figure out how to do this well for the rocket.
Ax names- the R.P.A. (Rocket Propelled Ax, like RPG) the Axeplosion Bomb Basher Rocket Reaver Poweraxe
Flaregun names-
(Assuming something to do with health from the canister?) Leech Lighter Heat Seeker's Health-Burner The Heat Seeker The Flare Up (flare up meaning aggravation of symptoms of a medical condition) The Fuseer (a fusee is a type of pyrotechnic that produces a brilliant light) The Pyrotechnical
I'm still working on it unfortunately. As soon as this texture is finished I'm making that damn hat. Thanks for the names as well, I'm liking a few of those.
Replies
Battle Angel Alita
2.45 Rocket powered hammer action
Funny enough, Ido's hammer is where I got the idea from in the first place.
They'll cover a portion of the hole but still lokk good, if you make them burned they'd look like they were gonna break any second.
-- why have we not seen the textured axe yet huh? stop murdering me in-game and get some work done!
I'll try to have some texture done tonight but I refuse to ever stop murdering you ingame Scudz.
Still trying to figure out that hammer. Suggestions and crits would be much appreciated.
Swizzle if you're reading this, I've already forgotten to work more on the hand guard tlike you suggested 2 times now. Don't let me forgot before I finish because I know will totally leave that thing floating there like an idiot.
Also, looks fucking beast. I cant wait to airshot some scoots + Soldiers with this thing.
there's some endges you can collapse around the back of the grip and widen that hand guard, but Scudz very much approves :thumbup:
I'm not worrying about cutting tris until I'm done modeling. Saves me from going on a cutting spree and then finding out that I needed those edges.
Thanks! I may take you up on that. This sucker is a bit too tall for the original animations I think.
Now the problem, some major clipping that would happen when the breech is opened that I completely missed.
See what I mean? Derp. So I'm going to go UV the fire axe and get cracking on my hat and then go back to this and figure out how to correct said idiocy.
Just a Suggestion, could also add a little more visual interest to see the tank freely swinging.
Here's the UVs and a crappy AO bake for the rocket axe. I'm definitely going to redo the AO but for now it's flat color time.
I appreciate the suggestion. The problem is that the fitting that's on the top of the tank that runs to the hoses also clips. So basically I need to move everything farther forward and re-run the hoses somehow. Or something.
You could have the edge/tip tipped with red paint (like on cartoon rockets). (BLU Pyro's default Fire Ax is red.)
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And have some neutral rocket colors painted on the ax head and the rocket as well.
Just make it look rather haphazard in the paint job the Pyro did.
guilty!
Also, much thanks to Swizzle for providing a much better AO map for me. I wasn't able to get a good map out of Maya for whatever reason.
Also, for the brown shade- you may want to think about using a slightly blueish tint instead of red. Blues are used mostly for metals. I'd go with a gray with a slight tint of blue. Then play with the value to make sure that it is more dominant than your scratches. I used swizzle texture page as ref.
try a yellow ochor with a dark value for the handle, it will sand out much more.
axtinguisher-
http://www.tf2wiki.net/wiki/File:Axtinguisher.png
The original axe-
http://www.tf2wiki.net/wiki/File:Axe_IMG.png
I hope this helps
There will be blood! I mean color.
For clarification, the axe head isn't done yet. That's just a base color before I start to add more brush strokes to it and vary the color. Also, the reddish gray on the head is supposed to be worn paint and the grays are metal. The paint will receive more gray colors and the metal more gray and blue. This is the red pyro's axe as well so the reds are going to be stronger.
I'll try changing the color of the wood up a bit, I like the dark stained wood look but you're right it does kind of blend everything together too much.
I'm still trying it. The texture's coming along slowly because I'm working on my hat and trying to fix the flaregun.
I don't think you need a name/logo on the handle.
You could put some burn marks in the texture on the handle if you need details.
I'll brainstorm some names later
The wood and strap look great, but I'm not a fan of the way-too-drastic transition on that axe blade. It should "fade" slightly with the brush strokes so it looks more like a worn metal and less like a sticker or something on top of the metal (like how you painted the strap and wood)
Ax names-
the R.P.A. (Rocket Propelled Ax, like RPG)
the Axeplosion
Bomb Basher
Rocket Reaver
Poweraxe
Flaregun names-
(Assuming something to do with health from the canister?)
Leech Lighter
Heat Seeker's Health-Burner
The Heat Seeker
The Flare Up (flare up meaning aggravation of symptoms of a medical condition)
The Fuseer (a fusee is a type of pyrotechnic that produces a brilliant light)
The Pyrotechnical
I'm still working on it unfortunately. As soon as this texture is finished I'm making that damn hat. Thanks for the names as well, I'm liking a few of those.
Axe
Bombahawk
V2 Valaška (V2 missile and an axe type)
Violent Re-Entry
Flaregun
Fire-N-Forget
Pyrebird
Heartburner
Can't wait to see it all done, Norron. It looks fab.