So I'm going to be making pyro weapons for my entry to this contest, I have literally no experience with modelling, so this will be more of a learning experience for me than a 'in it to win it' sorta thing.
All I've done so far is come up with two items, a primary and a secondary, and I'm going to come up with a hat for my third item.
Anyway the first one is The ring of fire:
A flamethrower made out of a megaphone, a hob and some aerosols.
(yes I know we're not supposed to suggest stats and stuff for it, but I'm not focusing on balancing the stats or stuff, I just find it fun to come up with ides for them)
The secondary weapon I came up with was the third degree:
Which is basically a shotgun that holds 3 clips per round and needs no pump action to fire.
I've started modeling the third degree first seen as it looks like the easier weapon.
Replies
The function that is, not the design.
Pretty neat items though.
Also can I ask how I can check how many triangles it's made from in blender?
Had a go at making the stock:
Also please look at this thread concerning you being concerned about weapon abilities: http://www.polycount.com/forum/showthread.php?t=73281
Ok, I'll do that next.
I don't see what's wrong with coming up with stats, i'm not 'concerned' about the balancing of the weapon or it's abilites, they were just something I threw on there for fun.
Done the main barrel, going to add the shell ejector and the chamber on the underside now.
you might want to break off a few pieces so that the pyro's goggles are more clearly visible.
I thought the rules said it had to fit in with the TF2 theme, not have a theme on it's own? I may be wrong, though.
If anything then it would be 'homemade/customised' items, the ring of fire is a flamethrower made out of stuff you'd find around the house, the third degree has been carved, and a hammered in nail is used for the sight as well as the strap that the pyro added, and the hat is just a fire hydrant that he couldn't have stolen, idk.
Anyway I finished the pyro hat, I'm pleased with it, I haven't tried to put it in game to see what it looks like yet, but I found a tutorial so I'm going to attempt that tommorow.
Anyway here's a render:
It's 790 triangles.
And the progress on the shotgun:
I still haven't got to the part where I model the ammo chamber, but I'm getting there.
But before I go to bed I may aswell just ask this, so that I actually have one or two replies when i get back:
When I get round to attaching the hat, which style looks better?
Finished the hydrant, decided to go the angled approach because most of the people I asked said it looked better that way.
So does 'homemade/custom' count as a theme do you think? I wouldn't want to finish my other models only to be told I can't submit them.
I would rework the textures on the fire hydrant, though - it seems really plain and flat right now and I think just some variation in the color or a few chips off the paint could really do it a world of good.
I'm going to work on the shotgun now, I don't want to spend all my time on a hat lol.
I came up with this as a melee:
The Ken-Ihilator
Based on the Ken-Al anchor
Can't decide which handle to use though
That Ken-al anchor is an awesome idea, but I don't know if anyone will understand the reference unless they look it up.
Maybe incorporate the anchor look into another weapon, like have an ax head as part of it. I understand if you don't, but it seems kind of obscure.
In regards to the hydrant texture: as I said before, I don't want to spend all my time on a hat and then not have enough time for the rest, so I'll come back to it after I've done my other weapons.
So the pyro got his hands on a Ken-Al Anchor (The pyro probably has some sort of access to fire fighting equipment, what with the fire helmet and fire axe, so he could get one of these just as easily), sawed off the circular plate seen as that just got in the way, used string the fix the anchor things in place, added a strap as a bottom grip, and then took the grip from his shotgun (he obviously didn't need that anymore seen as he had the third degree) and screwed it to the top part of the handle.
Now to Make a quick model.
I'd say I'd make it so that the blades are held taught by the string until you get a critical hit, they then snap to allow the blades to be jiggle boned like how the bottle changes once you hit a critical with that, but I'm afraid that is way beyond my skills.
Well, yeah it might be too obscure, but I like it too much and it's too late to turn back now anyway.
unless...it is a real firehydrant, ripped from the ground...
it may be more bespoke than home-made
but things like that arn't hard to fabricate.
And I tried putting jigglebones on the anchor, but they didn't work, and now the model won't compile properley anymore, even though I removed all the jigglebone related stuff I tried to do.
btw, you might want to add an AO map as a multiplay layer ontop of your colours to give it that extra bit of shading. I think thats also what makes the hat look so flat ingame, because it doesnt has an AO map
This should be of some assistance. I did not know myself Blender has such a feature, but it seems it may come in handy.
>Al Anchor
>Anchor
..He took mah job!