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TF2 Polycount Pack - Uberphoenix

polycounter lvl 8
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uberphoenix polycounter lvl 8
Hello thar,

The Class I have chosen is the Spy, and my theme is Secret Agent, around post WW2 era.

The weapons/hats I will be changing/Making are:

The Revolver

The Disguise Case

and a Hat.

I have some silhouettes of my revolver concept finished somewhat, I plan to start the modeling next Monday or so that's if I have my concepts finalized.

I'm not too clear on the Animation side of things as im not sure what files I need to edit to do this, if anyone can help with that, I'll thank you forever :)

Replies

  • uberphoenix
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    uberphoenix polycounter lvl 8
    Here's my Revolver Concept's, I'm quite liking number 6 and 4 :3, thoughts?

    2w6xctk.jpg
  • Fragus
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Fragus wrote: »
    number 6

    haha, I like that one too :)
  • uberphoenix
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    uberphoenix polycounter lvl 8
    My idea for the Spy's hat is something like this, from Spy vs Spy

    29g1oy1.jpg

    I love the hat in this image and I'm aiming for something like it!

    As for the disguise case, maybe something like this?

    23sewn.jpg

    A WW2 children's radio suitcase, obviously will be more tailored to the Spy, and alot smaller :)

    I'll try to get some concept art for both of those tomorrow and possibly a proxy model for the revolver.
  • Rollover Minutes
    Someone else already did the Spy vs Spy hat...
  • Al Capwn
    DO THE SUITCASE.

    DO IT.
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Al Capwn wrote: »
    DO THE SUITCASE.

    DO IT.

    I'd love to do it, just I'm having a hard time keeping it with the theme of the original disguise case as it would need to be the same size unless I did custom animations which I've no idea how to do with Source.

    If you have any ideas or references that could help, I'd be VERY grateful :)
  • uberphoenix
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    uberphoenix polycounter lvl 8
    I found some references for a 1950s Suitcase design,

    qwxbu1.jpg

    2rdxm5y.jpg

    16kx5dw.jpg

    287htg4.jpg

    Some really nice details that fit the spy quite well, although I'm thinking if I should just replace the sapper instead, but I'm still considering replacing the disguise case...

    Doing concepts as I post this, upload them soon :)
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Started Colour concept for the revolver replacement

    2cr28vr.jpg

    Not too sure how I want this to look

    I'm thinking the handle will show team colours but other than that I'm not too sure

    Thanks to swizzle and Valve for their colour pallets
  • Luxy
    A ring pistol would fit this theme so good:

    ring-gun5.jpg
    Used by spies in WW2 I think.
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Luxy wrote: »
    A ring pistol would fit this theme so good:

    ring-gun5.jpg
    Used by spies in WW2 I think.

    Oh wow, I really like that, it's given me some ideas for texturing, unfortunately I cant make a whole new gun design since it has to retain the revolver, but I'm sure I can take ideas from these :D
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Figured since its only 2 weeks till the deadline, I'd start the modelling of the revolver!

    2ujmvj9.jpg
    Here's the revolver's barrel, current poly count is 2172 D: and that's without smoothing :S

    I think I may have over done it :S but I've still got 5900 left for the rest of the model :) since the limit is 8k

    I don't like how the topology has come out from the boolean on the front and back
  • Zipfinator
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    Zipfinator polycounter lvl 9
    The poly count is 2200 or the triangle count is? You need to be looking at triangle count. It looks like your triangle count will be much higher if your polycount was 2200 because of all those n-gons.
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Zipfinator wrote: »
    The poly count is 2200 or the triangle count is? You need to be looking at triangle count. It looks like your triangle count will be much higher if your polycount was 2200 because of all those n-gons.

    I just checked that and :S it is alot higher, baring in mind I've added the handle proxy it totals to about about 5k triangles, guess I've got some cutting to be doing!
  • Zipfinator
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    Zipfinator polycounter lvl 9
    LOTS of cutting. The limit is 8k TRIS. It looks like you could definitely cut out some where the indents on the chamber curve up and on the rounded ends of the bullets. those are going to be areas that the player won't see a lot in first person and can be made to look smooth using a lot less triangles.
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Zipfinator wrote: »
    LOTS of cutting. The limit is 8k TRIS. It looks like you could definitely cut out some where the indents on the chamber curve up and on the rounded ends of the bullets. those are going to be areas that the player won't see a lot in first person and can be made to look smooth using a lot less triangles.

    So I essentially have to make all the ngons (5 sides+) into either polygons or triangles? or would it make sense to turn all the triangles into polygons if possible?

    hmm since the player never sees the front of the barrel I could remove some there, especially for the bullets, since you never see the Spy reload them with actual bullets.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    Turn them into either 4 sided polygons or triangles. It doesn't matter if you have a mix of them, just don't have ngons.
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Zipfinator wrote: »
    Turn them into either 4 sided polygons or triangles. It doesn't matter if you have a mix of them, just don't have ngons.

    I used your advice and it went really well, it now has 3k tris :) I still think theres some more I can get rid of, thank you for you help :)
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Gah, from trying to remove ngons, the tri count has gone up again to about 3,800 D:

    i5zrqa.jpg

    and looks like this, it's quite a mess, seems boolean has come and bitten me in the backside D:

    I'm guessing the front and back view is one big ngon since theres so many points on the bullet holders from the boolean?

    If anyone has any suggestions on how to fix this, that'd be great :)
  • vcool
    What I would do is delete the capping polygon, and just start bridging edges to one of the bullets. Then I would detach this newly created geometry, rotate it with angle snap and make 5 copies, then attach all of that back to the gun and just do a vertex weld.

    Hard to explain. :/
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Someone else already did the Spy vs Spy hat...

    I've only just seen that, not to say that I can't continue doing it myself, their version is just a copy paste of the Spy vs Spy hat
  • uberphoenix
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    uberphoenix polycounter lvl 8
    Some models of the Spy v Spy inspired hat....

    23hk5ef.jpg

    Standard render

    34ql3zp.jpg

    From the front

    2cgois4.jpg

    A sketch showing more height

    Problem with ^ is that the spy's head doesn't really allow it unless I was to exaggerated the height of the hat even more so...
    hrzy81.jpg

    Another with a more skinny head on the hat

    Thoughts?
  • uberphoenix
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    uberphoenix polycounter lvl 8
    I've resumed modelling on the revolver after redoing the bullet cylinder, managing to keep it under 2k tris which is miles better than what I had previously, the next issue that I need to overcome here is....

    2nhm3r9.jpg

    Is there any otherway of doing the barrel without using booleans? as they cause alot of issues for me and I'm spending more time fixing polygons than actually progressing!

    In need of halp :(
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