Ok just some quick concepting that I'd like opinions on:
That's at 800 tris. Here's the high poly:
I can probably get it down to around 3000 (which a lot if not most hats are around or above) before it starts to lose definition.
Should I keep poking around with this? If I went with more polies how far could I go before someone would chuck it in the bin for passing the posted budget? Or is the whole thing just crap and I should think of something else?
I know the engineer is the scientist guy but hes more of a... engineer guy and not to mention hes from texas. I'd suggest (as above) you make a replacment for goggles which hasn't been done before to my knowledge. Only guy that looks good with hair replacements is the heavy imo the spy wig just seems out of place.
Here's how it looks with grey hair, and a better mesh (~1900 polies)
The goggles aren't removable like the hardhat is, so I don't really think that's a feasible idea.
I agree the hair veers a little off the "Texan" character aspect, but it certainly wouldn't be the first hat to go in different direction with a class.
Here's how it looks with grey hair, and a better mesh (~1900 polies)
*Image*
The goggles aren't removable like the hardhat is, so I don't really think that's a feasible idea.
I agree the hair veers a little off the "Texan" character aspect, but it certainly wouldn't be the first hat to go in different direction with a class.
My reaction:
PS I love Back to the Future
You should put a flux capacitor on something.
Looks good except for the greenish/brownish bits. Looks like he picks his nose and then can't find a hanky. And you could maybe stand to lose the hank of hair in the middle, or flatten it down. Looks kinda... gravity-defying the way it is now.
You can use a normal map also to create more details on the hair.
I tried that initially, but the problem was with the silhouette, which a normal map can't fix. At 800 tris it didn't look a whole lot different than the demo fro from many angles. It completely loses that frazzled feel.
And then I actually compiled it for the game and discovered that with the rim lighting and such, the normal map really didn't show up that much, so I dropped it because very few of the update items actually use them.
I think you should start over with the hair (Or at least add layers over what you have)... make it less solid. Having a big solid lump works for the Heavy's Elvis hair, but not really this. Maybe try doing multiple transparent layers of hair?
Also, a bit shorter would be nice, but I'm not really sure how that would turn up from a 3rd person perspective.
I made a promo image. I've been feeling like fake-update images have gotten way overdone, so instead (at the suggestion of my friend Irish Taxi Driver), I made an old pulp style B-movie poster:
Replies
HECK YES!
ball peen hammers happen to be my favorite type of hammer...
Mad scientist hair, perhaps?
I agree.
That's at 800 tris. Here's the high poly:
I can probably get it down to around 3000 (which a lot if not most hats are around or above) before it starts to lose definition.
Should I keep poking around with this? If I went with more polies how far could I go before someone would chuck it in the bin for passing the posted budget? Or is the whole thing just crap and I should think of something else?
We've got to go back...TO THE SENTRY!
xD
Also
The goggles aren't removable like the hardhat is, so I don't really think that's a feasible idea.
I agree the hair veers a little off the "Texan" character aspect, but it certainly wouldn't be the first hat to go in different direction with a class.
I used sculptris, and then imported into blender.
My reaction:
PS I love Back to the Future
You should put a flux capacitor on something.
I came up with quite similar about a year ago called THE SPARKY, but I think you've nailed the retro-50's style. Very. Very. Cool.
MEET THE SPARKY website is here: http://planetmat.blogspot.com/2009/05/team-fortress-2-matb-update.html
Between being restricted to 256x256 and the weird lighting, I feel like pulling my own hair out!
I tried that initially, but the problem was with the silhouette, which a normal map can't fix. At 800 tris it didn't look a whole lot different than the demo fro from many angles. It completely loses that frazzled feel.
And then I actually compiled it for the game and discovered that with the rim lighting and such, the normal map really didn't show up that much, so I dropped it because very few of the update items actually use them.
I know you know that I think that, but now the WORLD knows it even more than they already didn't.
Also, a bit shorter would be nice, but I'm not really sure how that would turn up from a 3rd person perspective.
nice poster...WHAT IS THE SHOCKING TRUTH? I MUST KNOW!
I'm rootin' for ya!