I have been working on this for the past 5 days and this is what I have so far.
The overall theme is that the sniper's isolation from the world started to make him go mad and one day disappeared. Everyone just assumed he was killed in the outback. About a year later he came back draped in tribal gear. The truth is that he went native and lived amongst the tribes in Australia. From the looks of it he also brought back some highly modified weapons. It is unsure exactly how he acquired these weapons but judging from their tribal nature it is assumed his leave with the native tribes had some heavy influence in their creation.
Primary Weapon: Scoped Blow Gun
Melee Weapon: Magnetic Boomerang (3035 Triangles)
Hat: Tribal Mask (732 Triangles)
The weapons aren't complete skin changes of the original weapons but I tried to design them so they can still be used in the game from their original counterparts. The blow gun might be a little tough to model around the snipers original animations though but the overall functionality can be used the same as the normal sniper rifle. I Also have a scoped pistol modeled out but it didn't go with the theme so I changed it to the blowgun if anyone wants to see the pistol I can show some renders of that too. It is pretty far along just needs the texture work done on it.
Also if anyone else is wondering I made the base meshes in Maya and exported them into Zbrush where I did most of the texture work in that program. I Also used Photoshop to fix up some of the maps to match the style of TF2, especially the Tribal Mask since it looked to realistic from the Zbrush Sculpt which is displayed below.
Replies
Rude, much? I like this pack more IMO. The mask looks great with the detail, but maybe add some chippings here and there?
But tbh allot of people have done as if it was. Making new animations and such
This model ended up being 6032 triangle and now I need to export into Zbrush to make the NRM, Color, AO, and whatever other map I need to make.
I created the base mesh to the blowgun along with all the base models in Maya. I usually like making the base mesh in maya and then exporting it to Zbrush to do the fine detail.
Anyway these are looking nice but I suggest you take a look at Swizzle's texturing guide. Your textures are way too detailed for TF2 and really ruin any chance of your items being chosen.
Zipfinator's advice would be well-taken.
May we see them? :poly121:
So here is one picture of all the low poly models and where I am at right now. There is a good chance I will try to test these models in game and try to make the fixes in the next week. A lot of it falls on how much time I have to spend on it.
In case anyone is wondering all the models have a diffuse, normal, and AO map attached them. The scoped blow gun and magnetic boomerang also have a specualar map which are mainly on the metal areas.
hurryyyy finish!