remember that sscene in Crocodile Dundee when that mugger pulled out his switchblade and croc was like: "that's not a knife, this is a..." and then he couldn't talk anymore cause the soldier showed up with this muther and cut him in half?
Karkasmolenklok - I personally like the slashing action, besides that way i can use the original animations. It feels nice when in person.
I think you can actually use the original animations with the stabbing motion as well, just turn the knife upside down. Believe it or not the motions are going to be very similar.
Karkasmolenklok - It looks awful just flipped upside down, in the fps view you can't see the knife at all, just a smidge of the butt of the knife. And in the world view it looks like the soldier is crudley committing seppuku.
Finally someone makes a knife that isn't tiny, and it's laro no less! I love that texture man. The model too
As for the banner idea, I'm wondering, doesn't it look fairly similar to the regular pack? I know there's not much you could do seeing as it's still meant to be a backpack but maybe you could have a canteen or something hanging from it, to add some more detail? Also, will there be a custom banner?
Ok no more questions don't worry. Great work so far!
I think your textures are a fair bit cleaner than TF2's. I see you've already got more of the brush strokes going on on this knife than on the Sledge/Homewrecker, so that's good, but I reckon you shouldn't be afraid to nudge it up just a bit next time. €0,02.
Batt - Cheers, Yeah i think i'm going to go over the backpacks design again, i think i could push it further. As for the flag i was going to do a replacement, perhaps a triangle flag.
EVIL - Thanks, well alot of people are going far and beyond with their designs but personally i really want to pursue simplicity of design. For example the soldier has very "plain" designs like the shovel and pickaxe. I just don't want to be putting bells and whistles on everything you know what i mean?
Zwebbie - Yeah, i see what you are saying, what i'll do is get all the models down first and then see how it looks. It's easy to adjust after all.
i don't think I've ever seen camo look good in tf2 but all the camo i have seen cheap re-skins done in 5 seconds in photoshop. SO I'm sure yours will look good. Cant wait to see.
WIP, Just the scrim and texture left to do, Damn the poly budget is tough since i had to model a new helmet. I guess i have to push it slightly higher. 854 tri's so far without the scrim.
Looks like amazing progress you're making
Also, might I add that in my opinion the Homewrecker has the best texture of the community contributions, and better even than some of Valves weapons!
A few things I'd like to say:
1. Great models so far. That helmet model is great.
2. Your textures need more brush strokes. The knife is good, but it looks similar to the Homewrecker in the sense that it's more of just a diffuse with detail than that hand-painted look most weapons have.
3. Good luck.
The front one looks sort of like a belt that he put on there. I think it might be there to hold on the Camouflage material or something? It adds some nice detail anyways and differentiates it from the stock Soldier helmet. If it looks good, it doesn't have to make sense.
Damn the poly budget is tough since i had to model a new helmet. I guess i have to push it slightly higher. 854 tri's so far without the scrim.
The tricount is just a guideline you know. A lot of the hats made by Valve are more than 800 tris and they accepted my drill hat altough it was almost double (which is a bit overkill now I look back lol). Just make it look good with a reasonable tricount.
Also the ones in the front aren't the chin straps, so his model is correct.
WIP, Just the scrim and texture left to do, Damn the poly budget is tough since i had to model a new helmet. I guess i have to push it slightly higher. 854 tri's so far without the scrim.
I'll be done on this tomorrow morning.
this is BRILLIANT, i suggest an Ace of Spade on the left, and some marks ( IIII + / ) suggesting his kills
WIP, Just the scrim and texture left to do, Damn the poly budget is tough since i had to model a new helmet. I guess i have to push it slightly higher. 854 tri's so far without the scrim.
I'll be done on this tomorrow morning.
man this is so Awesome, i suggest to put a light-scratched/torned Ace of Spade on the left, and a kill-marks on the right ( the one like the the day-counting of prisoners: IIII / )
it looks a bit like scales there imo, nice but i don't know if its really what you wanted. More on the diamond parts rather than the squares that run mostly through the middle
nice model thou extremely nice.
great work on that knife! Beautiful modeling and texturing. You really nailed the style. Probably the best asset I've seen for this comp.
For your hat/helmet tho are you going to normal map that mesh at all? Because its either you use a normal to get that detail or you actually model the mesh/netting. Right now it looks way too flat and really just looks like it was painted on the helmet
Normals will look off at an angle (since the helmet is roughly a half a sphere, no matter form which direction you look you will see some faces side on) and flat, so I suggest actually modelling the net in.
Or don't have it at all, it looks good without it too.
y'know, I would look at what the absolute minimum nuber of poly's you'd need to make this work with geometry and see if you can't get away with it. The soldiers default helmet is 1032tri's including the straps so there must be a little leeway.
and now I see you probably already know that but I'm going to hit the 'ole post button anyway.
Normals will look off at an angle (since the helmet is roughly a half a sphere, no matter form which direction you look you will see some faces side on) and flat, so I suggest actually modelling the net in.
Or don't have it at all, it looks good without it too.
in that case he could model some bump, a kind of rough cage into the helmet to get the silhouette right and to make the normal work better, but yeah I agree. For sure if you have the poly's to spare larolaro I'd say modeling it in would be the way to go
Have you thought about what the flag, that comes out of the backpack when he uses it, will look like? Or is it not going to function like the buff banner does?
Replies
also it's not whimpy compared to spies little pansy thing
it's a MANS weapon yo'
No way!
running at me
i would run
fast.
yeah.
Karkasmolenklok - It looks awful just flipped upside down, in the fps view you can't see the knife at all, just a smidge of the butt of the knife. And in the world view it looks like the soldier is crudley committing seppuku.
the knife looks rad yo
As for the banner idea, I'm wondering, doesn't it look fairly similar to the regular pack? I know there's not much you could do seeing as it's still meant to be a backpack but maybe you could have a canteen or something hanging from it, to add some more detail? Also, will there be a custom banner?
Ok no more questions don't worry. Great work so far!
It looks big, but not cartoonishly big :O
It looks badass big, and like something that would REALLY hurt!
Also, you need more puns!
Batt - Cheers, Yeah i think i'm going to go over the backpacks design again, i think i could push it further. As for the flag i was going to do a replacement, perhaps a triangle flag.
EVIL - Thanks, well alot of people are going far and beyond with their designs but personally i really want to pursue simplicity of design. For example the soldier has very "plain" designs like the shovel and pickaxe. I just don't want to be putting bells and whistles on everything you know what i mean?
Zwebbie - Yeah, i see what you are saying, what i'll do is get all the models down first and then see how it looks. It's easy to adjust after all.
So many awesome Soldier entries
And a Peace sign button?
WIP, Just the scrim and texture left to do, Damn the poly budget is tough since i had to model a new helmet. I guess i have to push it slightly higher. 854 tri's so far without the scrim.
I'll be done on this tomorrow morning.
Also, might I add that in my opinion the Homewrecker has the best texture of the community contributions, and better even than some of Valves weapons!
1. Great models so far. That helmet model is great.
2. Your textures need more brush strokes. The knife is good, but it looks similar to the Homewrecker in the sense that it's more of just a diffuse with detail than that hand-painted look most weapons have.
3. Good luck.
on the helmet if you have hanging chin straps then where did the chin straps wrapped around the front come from? O_o
This is what I'm wondering as well. While it looks kind of neat, it doesn't make a lot of sense.
I wouldn't worry too much about the poly budget. The samurai helmet (which is a community item) has over 3000 tris.
If he can find a way to have it make sense, I say do it.
However only if he try, and fail, will I consider overlooking this as the rule of cool
Also the ones in the front aren't the chin straps, so his model is correct.
Simski - I'm starting with the red skin for now, i'll add a blu version if necessary.
Galago - Thanks, Yeah i think i'll do that, its easy to change.
The hanging straps are the back straps but undone, you can see it on gerres reference pic. Thanks gerre, you got ma back! ;D
I just based the design off my references.
As for the polycount, its nice to know its not a hard restriction, but i'll try to keep it low as i can. I'm thinking it's going to be around 950.
this is BRILLIANT, i suggest an Ace of Spade on the left, and some marks ( IIII + / ) suggesting his kills
man this is so Awesome, i suggest to put a light-scratched/torned Ace of Spade on the left, and a kill-marks on the right ( the one like the the day-counting of prisoners: IIII / )
It was a right pain in the ass to paint the netting into the diffuse manually, so i had to do a cloth sim and bake it in.
nice model thou extremely nice.
For your hat/helmet tho are you going to normal map that mesh at all? Because its either you use a normal to get that detail or you actually model the mesh/netting. Right now it looks way too flat and really just looks like it was painted on the helmet
Or don't have it at all, it looks good without it too.
and now I see you probably already know that but I'm going to hit the 'ole post button anyway.
in that case he could model some bump, a kind of rough cage into the helmet to get the silhouette right and to make the normal work better, but yeah I agree. For sure if you have the poly's to spare larolaro I'd say modeling it in would be the way to go