Remember that Casali is a reference to one of the mappers at Valve, and not really fitting for a hat. Cent Tree Down is alright, but it's also a very bad pun
Jobbs Orchards
What about Bill's furnishing?
that'd be an epic rival company that steals wood from there
No need to use it just a suggestion as a company name for those items.
I think it'd be funny but I also like Cent tree and Mann Co. goes with everything that is unsafe
It does give it a bit more of an obvious unique and different look to Engi's normal hat, you know, besides the whole "Cage and earmuffs" thing. But for me, it seems like a little too much team coloring, though you should stick with the team coloring on the helmet, just try some sort of pattern, I guess?
Hmm I don't know what your getting at by a pattern I think that would look a little too overcrowded. But I mean it's already unique the teamcolor just puts it over the top, the headphones look nothing like the Safe'n'Sound earmuffs, obviously the cage is unique and the helmet while similair to the default hat is still quite different in design.
Anyway I think the colors were a little too strong, so I lightened them up somewhat for both blue and red.
Look at the final render, it looks completely different from that image. It looks much more simple and less modern in the complete version.
Things like the large front frame, the shininess, the coloring of the headphones, hardhat and frame and not to mention changes to the design, for instance the connectors on my version don't have all that detail they're just plain black. All of that hopefully makes it fit more with TF2's style.
Anyway this whole argurment of it being far to modern is silly, espicially as valve only recently put the earbuds in the game which do not in anyway fit in the 1950-70's era.
Unless it's a modern sci-fi based model that looks really far ahead of it's time than that's clearly an issue (unless it's retro futuristic which I guess is usually passable) but there are only certain elements of this that looks high-tech, if anything the Safe'n'Sound headphones look probably more modern than this.
What I meant by a pattern is just having touches of the team color on the orange hat, like just where it's indented, or only on the ridge popping up in the middle. I don't know, I'm just a bit weird, I suppose.
I personally think the teamcoloring is great, the orange headphones more than make up for the lack of orange. I just think the shape of the whole thing doesn't really fit.
The shininess isn't a distinguishing charectaristic.
If your item is supposed to be made out of plastic like the one in the picture, then it probably shouldn't be more shiny than the blutsauger. If it's supposed to be metal, it needs more signs of being worn.
Anyway this whole argurment of it being far to modern is silly, espicially as valve only recently put the earbuds in the game which do not in anyway fit in the 1950-70's era.
While I do admit that TF2 does contain some thing that are breaking the style of the game by being too modern, such as the earbuds or the tosslecap, the guidelines of this competition have told us that they are going to be more strict this time.
So things that broke the style of the game in the past but was still accepted such as for example the Brainslug, is unlikely to be accepted in this competition.
Unless it's a modern sci-fi based model that looks really far ahead of it's time than that's clearly an issue (unless it's retro futuristic which I guess is usually passable) but there are only certain elements of this that looks high-tech, if anything the Safe'n'Sound headphones look probably more modern than this.
As stated before, the rules have told us that they are going to be more strict with things fitting the TF2 theme in this competition.
So while Safe and Sound was accepted in the past, a similar item might not be accepted today.
I'm not trying to be mean here, I'm just trying to alert you of what might be an issue later when Valve goes through the entries.
Ok made a couple of changes, as per someones suggestion on another forum I made the mesh less condensed, and changed the earmuff 'Orange' color to complement each specific team color, here's the result, also Kalva I'm going to make some renders of different color patterns to vote on:
Simski I get what you're talking about, but the design of this isn't even that modern looking, espicially compared to the reference image I used that you've pointed to.
Anyway do you guys think it looks better with the less condensed frame?
Well ignore my advice if you so please, I'm only saying it because I don't think the hat you have modeled is very stereotypical to carpenters in the 60's.
It is not my entry, so I have no personal obligations with it not fitting the theme.
I like the standard team colored version. It helps differentiate the helmet from the original construction helmet that the engie normally wears. I like the patterns, but they don't really seem to fit the style of the helmet in my opinion. If I had to pick a helmet pattern, I'd say number five.
But, I see something wrong with the grid.
Is that just me or some grid parts are beyond the edge of the visor ?
Yes they are I'm going to fix that. Also when I deleted some of the mesh if you look at the peak of the helmet there are sections with shadows due to the ambient occlusion, I'll have to redo the AO map. Also there's a large black dot on the helmet I'll try and fix that.
I like the standard team colored version. It helps differentiate the helmet from the original construction helmet that the engie normally wears. I like the patterns, but they don't really seem to fit the style of the helmet in my opinion. If I had to pick a helmet pattern, I'd say number five.
I happen to agree, I think it helps diffrentiate it from the default helmet, but I think the other patterns over complicate things and make it look far to crowded. Also I want it to look as simple as possible considering a few people saying it looked far to modern.
It just so happens that the majority of the other people on the other forum, agree with you and say I should stick with the standard colored variant so I'm going with that.
such thin tubes for the mask will not be great from far away. Even very high anti-aliasing probably wont make it look choppy.
The tubes aren't that "thin" I also condensed the mesh if you look above those pattern renders which I made, because I rendered those patterns out before I made the changes to the mesh.I actually condensed the mesh not only because it looks better but I was taking into consideration that it would look ugly from far away due to so many tubes.
Anyway I've fixed theproblem Nothingpointed out with the frame clipping. I'm sticking with the standard color variant as per suggestion, I have also tidied up the logo so it looks crisper and cleaner now and I also fixed the ambient occlusion problems on the new mesh variant of the hat.
Hopefully this will be the final version of this hat:
Ok I'm making this post purely because someone in another forum was complaining that the current mesh does not fit the protectional purposes of the helmet, which is supposed to protect carpenter's faces from splinters of wood while doing any form of woodwork.
He made the point that this image bellow is the hat used for protection against flying wood, see the less condensed mesh:
This is my reply to that and people who want to understand why I've made this change.
I don't think it's proctectional purpose really matters.
Hats are ultimately aethetic (that's what Valve intended them for) they're purely decorative. They don't serve any other purpose, therefore don't have to be realistic because of this how good the hat looks aesthetically is my main goal, so I'm willing to give up realism for the cost of how good the hat looks, If you look at my earlier posts were I have attempted a larger net there a two major issues:
1) A less condensed mesh using transparency looks awful, no hats in the game use transparency in this way for that reason because aesthetically it looks terrible:
2) A less condensed mesh looks awful at a distance, and bearing in mind the intention is to have the hat in-game a lot of people are going to viewing the hat at a distance, I've tested this in game and the 1st version of the mesh looks awful at range and even 16x AA cannot compensate for this, you have bear in mind that hats are purely aethetic and I have to consider that there are going to be people with very low settings with no Anti-Aliasing, sothis change was made for the sake of looks not realism.
Thanks, I'm trying to work out how to view that hat on it's own in SDK model viewer I can view it as an attachmnet but not on it's own :S, seems to be a problem with all my hats but doesn't happen with the valve hats even though I'm using an identical .qc other than the materials and .smd location though.
Started work on my sentry gun: It's based on this concept art by NanoSquid who's working with me to do concept art:
I'm only closely sticking with the level 1 sentry, the level 2 and 3 will look very different from these concepts (as I have my own ideas) partly in the amount of legs :P.
Replies
I vote for TF industries.
What about Bill's furnishing?
that'd be an epic rival company that steals wood from there
No need to use it just a suggestion as a company name for those items.
I think it'd be funny but I also like Cent tree and Mann Co. goes with everything that is unsafe
If it contains a reference to Valve, that makes it a lot better logo than if it didn't reference anything. If you haven't noticed, a lot of the companies and items in TF2 are puns of gameplay features or quotes. No objections.
Anyway I think the colors were a little too strong, so I lightened them up somewhat for both blue and red.
My dad happen to work next to the company that makes these.
Things like the large front frame, the shininess, the coloring of the headphones, hardhat and frame and not to mention changes to the design, for instance the connectors on my version don't have all that detail they're just plain black. All of that hopefully makes it fit more with TF2's style.
Anyway this whole argurment of it being far to modern is silly, espicially as valve only recently put the earbuds in the game which do not in anyway fit in the 1950-70's era.
Unless it's a modern sci-fi based model that looks really far ahead of it's time than that's clearly an issue (unless it's retro futuristic which I guess is usually passable) but there are only certain elements of this that looks high-tech, if anything the Safe'n'Sound headphones look probably more modern than this.
TBH, there's loads of ideas involving teamcolouring, so not doing it makes you more unique and thus more likley to be picked
The shininess isn't a distinguishing charectaristic.
If your item is supposed to be made out of plastic like the one in the picture, then it probably shouldn't be more shiny than the blutsauger. If it's supposed to be metal, it needs more signs of being worn.
The issue here I find isn't that your item is too similar to a modern object, rather the issue is that it's not similar to something from the 60's.
Black is generally a color that is avoided in TF2, however I don't claim it does not exist.
While I do admit that TF2 does contain some thing that are breaking the style of the game by being too modern, such as the earbuds or the tosslecap, the guidelines of this competition have told us that they are going to be more strict this time.
So things that broke the style of the game in the past but was still accepted such as for example the Brainslug, is unlikely to be accepted in this competition.
As stated before, the rules have told us that they are going to be more strict with things fitting the TF2 theme in this competition.
So while Safe and Sound was accepted in the past, a similar item might not be accepted today.
I'm not trying to be mean here, I'm just trying to alert you of what might be an issue later when Valve goes through the entries.
Simski I get what you're talking about, but the design of this isn't even that modern looking, espicially compared to the reference image I used that you've pointed to.
Anyway do you guys think it looks better with the less condensed frame?
this is a construction helmet from the 1960's
this is a facegaurd from the early 70's
far as i'm concerned all your doin' is mixing them together
It is not my entry, so I have no personal obligations with it not fitting the theme.
Bare in mind these were rendered before I made the changes to the earmuff color and condensed the front mesh:
Please vote on your favirote:
Default Orange:
Standard Team-Colored Version:
Pattern Version 1:
Pattern Version 2:
Pattern Version 3:
Pattern Version 4:
Pattern Version 5:
That was a typo I meant I had made it more simple and less modern not "less simple and less modern" that wouldn't make sense anyway.
/completly incoherant
But, I see something wrong with the grid.
Is that just me or some grid parts are beyond the edge of the visor ?
Yes they are I'm going to fix that. Also when I deleted some of the mesh if you look at the peak of the helmet there are sections with shadows due to the ambient occlusion, I'll have to redo the AO map. Also there's a large black dot on the helmet I'll try and fix that.
I happen to agree, I think it helps diffrentiate it from the default helmet, but I think the other patterns over complicate things and make it look far to crowded. Also I want it to look as simple as possible considering a few people saying it looked far to modern.
It just so happens that the majority of the other people on the other forum, agree with you and say I should stick with the standard colored variant so I'm going with that.
The tubes aren't that "thin" I also condensed the mesh if you look above those pattern renders which I made, because I rendered those patterns out before I made the changes to the mesh.I actually condensed the mesh not only because it looks better but I was taking into consideration that it would look ugly from far away due to so many tubes.
Hopefully this will be the final version of this hat:
Before:
After:
He made the point that this image bellow is the hat used for protection against flying wood, see the less condensed mesh:
This is my reply to that and people who want to understand why I've made this change.
I don't think it's proctectional purpose really matters.
Hats are ultimately aethetic (that's what Valve intended them for) they're purely decorative. They don't serve any other purpose, therefore don't have to be realistic because of this how good the hat looks aesthetically is my main goal, so I'm willing to give up realism for the cost of how good the hat looks, If you look at my earlier posts were I have attempted a larger net there a two major issues:
1) A less condensed mesh using transparency looks awful, no hats in the game use transparency in this way for that reason because aesthetically it looks terrible:
2) A less condensed mesh looks awful at a distance, and bearing in mind the intention is to have the hat in-game a lot of people are going to viewing the hat at a distance, I've tested this in game and the 1st version of the mesh looks awful at range and even 16x AA cannot compensate for this, you have bear in mind that hats are purely aethetic and I have to consider that there are going to be people with very low settings with no Anti-Aliasing, sothis change was made for the sake of looks not realism.
I'm only closely sticking with the level 1 sentry, the level 2 and 3 will look very different from these concepts (as I have my own ideas) partly in the amount of legs :P.
It's based around this sentry idea by Droqen:
The True-Aim Guidance Marker
Here's what the basic color scheme will hopefully look like: