Outback Hunter
[ame="
http://www.youtube.com/watch?v=_7Igmvn2AhY"][/ame]
Original Post Starts here
Be polite...
Hello.
I'm quite new to 3D modeling in general. But I love TF2 and have already spent countless hours in the SDK creating custom maps (
link). I thought a competition like this would be a good source of motivation to learn modeling properly.
Be efficient...
I plan to create content for the Sniper class, the theme might be something like a hunter I guess. I'm going to start small with a hat, because I need the practice!
Have a plan...
I made a few quick sketches in photoshop for the hat that I wanted to create
http://dl.dropbox.com/u/1281220/perspective.png
Then I was so eager to start that I just sat down for a bit and actually modeled it.
http://dl.dropbox.com/u/1281220/SS-2010.05.29-23.26.55.png
I also managed to put it ingame, but it has no textures yet so it looks kinda awful. I have ideas for replacements for all the sniper weapon slots already in my head, but I'll let them cook for awhile before I present them.
I'm always interested in hearing what people think and improvement suggestions, so please make a quick comment!
Replies
Example:http://www.e4hats.com/images/p_banner/level_3/Buffalo_Plaid_Hunter_Cap.gif
On a side note, what program did you use?
http://image.rakuten.co.jp/fai-s/cabinet/medicos_jotaro06.jpg
http://www.bbakira.co.uk/cels/mine/jojo/jotaro03a.jpg
I'll see if I can smooth out some corners.
I'm probably not going for the stereotypical hunter look since I feel that the plaid texture won't fit with the rest of the snipers outfit (short sleeves and thin clothing).
Also, I'm using 3ds max.
I did throw in a very simple texture though to see what it would look like in it's current state:
Front (click)
Back (click)
It's a little featureless and bland, though that could be a good thing.. I'm not sure.
I added some ear protection to make it more interesting.
And made a new texture, with added phong and rimlights to match the rest of the snipers clothes.
Anyway, I think I'm done with it (for now). I will have to go back and tweak it a bit later I suspect. Since I can already see for myself that some parts need smoothing out (especially the metal on the ear protection).
Ingame:
Model viewer:
I need a name for this hat though. Anyone got any suggestions?
Anyway, I started work on my sniper rifle replacement. It's a double barreled rifle with a scope. I know it sounds a bit silly, but it does actually exist (though it's extremely rare)
It's still far from done (I'm a slow modeler!)
Here is a youtube clip of the kind of bolt action, double barreled rifle I'm after
[ame]http://www.youtube.com/watch?v=l0s21VAJdCM[/ame]
PS Made an acc just to post this
PPS I'm gonna try modeling like today so I'm a newbie too!
And make the ear muffs (whatchamacallits) have a firing range decal (like a sniper cross hairs) and they can be team-colored to distinct the teams even tho the hat would be Orange.
I can try experimenting with team colored earmuffs and see what happens. But I'm rather fond of the black ones
Here is an early render of my rifle
Still lots to do.
Besides, doesn't the sniper already have a yellow hat and a white hat? Orange isn't that bad.
Edit: extra
Combination of #3 scope and #4 supports.
Currently the rifle body looks like
http://dl.dropbox.com/u/1281220/DoubleStandard.png
I asked around in some other places, and in general people seemed to dig #3 and #5 the most.
Any last input before I go ahead and Texture it? If not, I'll start on that tomorrow.
Comparison as requested.
You also need a theme.
And I think the logo on the headphones is a bit blurry, maybe the Sniper class logo instead would work.
If your theme is "Hunting" you could make the rifle more interesting by adding a Ghillie wrap -
Even just a couple net/strap like model additions with jiggle bones around the rifle would make a big difference.
You bring up good points, and I think a discussion could happen since my view differs from yours
If you compare the default loadout against their unlock replacement, it's clear that most weapons share the same silhouette. But NOT the color and/or sound. Just looking at shape makes a lot of them indistinguishable from a distance.
Now, if you consider color and sound as a part of the whole deal, an average player could probably tell a blutsauger from a syringe gun with no problem. But we are talking about silhouettes here.
Very few items in this game has a unique silhouette. And from what I can see, Valve is trying to keep the number down too by making their replacement share existing animations and shapes.*
*or they're just lazy, either way the result is the same.
Sure there are exceptions, but ALL the primary weapons except the huntsman fit in the "small difference" category. And ALL the melee weapon unlocks share animations from their default (character stance is the important thing here), you can easily see if a person has their melee weapon out or not. The exception being the demoman, but his replacements are so distinct it doesn't matter.
This is my reasoning for keeping the shape similar to the default model.
Have a missed the point completely here though? Should I actually have made a outrageous and hilarious model instead?
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I did consider Ghillie camouflage when planning, but dropped the idea cause it just doest work if only one part of your outfit uses it. Sure I could make all my items use that theme, but then again. A player may choose to just use the rifle and I'd be back at the "he looks like a complete pillock" track again.
My idea of a hunter is more of the Moose and Bear hunting type. Like these guys (warning, lots of dead animals! http://www.albertaoutfitting.com/biggamephotos.html)
After some extensive thinking I've settled on the "Woodman's Pal". A knife/machete that has been in service since 1941, and is exceptionally good at clearing paths in the forest for such a small tool.
It's backstory of being both a survival tool and weapon for many many decades, and having it used by several nations in WWII as a standard issue knife are also good reasons to pick this design, in my opinion.
The original Woodman's pal model was not aimed at warfare and did not have the handguard. Personally I think the sniper is a class that avoids close combat and actually only keeps a knife for it's usefulness as a tool, so I decided to leave the guard out to make it look less like a sword
I made a quick mockup in about an hour, and then another hour to UV, add colors to it + exporting it to game.
It's just a little bit smaller than the default kukri, as seen in this comparision: http://dl.dropbox.com/u/1281220/SS-2010.06.11-16.02.37.png
It's far from done, I just wanted something to show so people can come with suggestions if they have any.
But I've been looking into possible "attachments" to make. and sketched some down.
1) default
2) my current shape
3) +extras
So which of these should I add? ALL? none? just one?
If you have more suggestions that would be lovely.
And the knife! For example you could suggest me to add a strap to the handle??
I like all the extras in #3, it might impress the 'military' feel if he's really gone all out with the operational additions.
As to not steal the actual name, I've been thinking of calling it the "Bushman's Mate" or similar, thoughts?
You definitely want to remember that the original rifle is exaggerated proportions. You can do the same but go in a different direction.
Add a strap to the handle, maybe with some sort of accessory attached to it like a little rodent skull or a gator tooth or something. Perhaps tallies scratched into the side.
As for the rifle, I'd go for something along the lines of Van Pelt's from Jumanji.
I also quite like the idea of an extended mag, I'd say it could even be larger still.
I'd be wary of pimping it out too much with extra bits though, it's anice shape as it is. You could probably distinguish it enough with the textures alone. Especially since the Fuch's rifle usually has such exquisite detailing on it.
Good call on the strap.
Meanwhile I've had some trouble with getting the melee weapon into the viewmodel. Obviously replacing the Tribalman's Shiv is the easiest way (since it's only a c_model for world and viewmodel). But for some obscure reason that I can't work out the sniper is holding my knife the wrong way around. But only in the viewmodel, the worldmodel is working perfectly fine.
Is this something coded into the shiv? and is there a easy way to fix it? If I could avoid making v_models altogether that would be really nice.
viewmodel (c_model replacement)
worldmodel (same c_model)
As for a way to fix it? I have no idea, sorry ;(
Nevertheless I'm pretty pleased with my results so far.
I'm trying to get the strap jiggleboned but everytime I add bones to the model it refuses to compile (it can't find the polymsh33 bone anymore, which is/has been there all the time). It's quite a hassle and I don't have any solution...
Added AO and some small touches to the mesh.
By mirroring the earprotection I can make it much higher res, but it also makes it impossible to write anything on them :P
In the end I settled for a vertical and mirror-able word: AIM
Other suggestions are welcome!
This will be the last chance to change anything on the hat, so speak now or be forever silent. Comment on anything and I'll make changes If I agree.
I mean something like this:
Looks better in my opinion so I'll be sticking with it.
I'm already pushing past the 800 tri limit (thanks to the earprotection) so I'd rather not add any extra tris if I don't absolutely have to.
Keep suggestions coming if you have them though.
No, the most recent image I have is the one in post 38 in this thread.
It has no shaders at all currently, so it looks very bland ingame. And it still looks like a normal rifle, which doesn't help popularity around these parts
Thanks for the bump though. I might go grab an ingame shot later today.
Now I need to finish the texture on the knife and then do small things like collision meshes...
If I have time to spare I'll make something small as a misc :P
The Saxton Stache
Since it's in the rules to post your wip work, I'm leaving this image here
Every self-respecting Australian sniper has to have a saxton stache.
I'll give it another few hours before submitting so IF someone has something to say, you'll have a chance to get yourself heard