Do you have any tips for drawing facemaps for tf2 swizzle? Im stuck with that ATM on a concept demoman model, not modelled by me but the head got uved by me.
murphy7:
Sorry I hadn't responded; it's been a while since I checked this thread. As far as suggestions go, I can't help too much other than to say take a look at the head textures for the original TF2 models and see how they do things. Use soft brushes and sample colors directly from the original textures.
tesher07: It's still happening, but I'm currently in the middle of getting some hard drive issues worked out on my desktop so things are on hold. I'd actually finished the normal maps on the scout a few days ago and was going to be tweaking some parts of the model and the diffuse yesterday, but hardware issues intervened.
Once I get my hard drive back from Seagate, I'll be continuing on this and finishing the rest of the classes. I want to do a group shot that matches the poses from the comic while being in the style of this one.
I've pretty much finished the normals, though I may go back and do a touch of cleanup on some areas. The textures are still very WIP, but they're coming along. As always, the head texture is a real bitch to get right, but I think it'll turn out okay. I need to tweak some things model-wise before I'm happy, but the modeling side of things is pretty much done.
I'm probably going to take a crack at the medic next.
Jackablade:
Yeah, rigging is gonna be a huge pain in the ass, especially if I want to get this guy in a pose similar to the one in the group shot from the comic. I think I can kinda fudge it, though; you can't actually see most of the scout's body in the group shot because his leg is in the way.
Little update:
I added the wheat he was chewing on in the group shot along with a belt buckle. I also moved the holsters up a touch since they were too low on his legs. I still need to get a proper spec map on this guy and I still need to finish up the head texture, but this is probably the last we'll see of him until I get to rigging and posing everybody for the group shot.
Awesome, some news. That's some excellent/amazing work on the clothing folds, swizzle. Also I'm starting to see a lot more personality in his face, although I think his hat needs to be a bit bigger and perhaps tilted? But most definitely experiment with hat sizes, because it would seem a better 10% bigger.
Pretty sweet, guys...You should send this to Valve when you've made all the old classes, Swizzle (and others)...also, DKK, I think you should make the Demo's beard a bit more scraggly and make the color more of a orange-brown than straight out orange.
Just found this thread...amazing work everyone! You have all really nailed the TF2 style Swizzle, I do agree with what was said earlier about maybe trying the scout without the gloves
hey im new to polycount but have been following the thread for a while, love it BTW
Swizzle, the thing that might be wrong on the scout is the jacket: its several layers and its open on the top two.
I think, that 1. if that were real it would flap around if he were running, and 2. the original scout in tf2 has has just a skintight tshirt, and so the concept of layers and the extras is a bit strange.
Jackablade:
Yeah, rigging is gonna be a huge pain in the ass, especially if I want to get this guy in a pose similar to the one in the group shot from the comic. I think I can kinda fudge it, though; you can't actually see most of the scout's body in the group shot because his leg is in the way.
Maybe you can make an alteration where he is sitting on a crate or something chillin while the team prepares, but when the game starts he just jumps off the crate and bolts away, that way you have a lot more flexibility for modeling a position
hey swizzle, for the scout, maybe make him a bit more streamline with the top part, the cowboy hat would be a bit odd with him running: don't forget, this is a constantly running speedster, he cant have a bunch of loose stuff that would flap around or fall off
Um hey, since nobody has posted for a while I think that I may have messed up something, because I see that I "created" something on my first post. Im sorry if I did something that messed this up I just joined and so didn't know how the posting worked.
Um hey, since nobody has posted for a while I think that I may have messed up something, because I see that I "created" something on my first post. Im sorry if I did something that messed this up I just joined and so didn't know how the posting worked.
You did nothing bad. This thread just moves at the speed of a snail trapped in glue.
I've pretty much finished the normals, though I may go back and do a touch of cleanup on some areas. The textures are still very WIP, but they're coming along. As always, the head texture is a real bitch to get right, but I think it'll turn out okay. I need to tweak some things model-wise before I'm happy, but the modeling side of things is pretty much done.
I'm probably going to take a crack at the medic next.
Im pretty sure the 1850s scout had barely any facial hair. The Valve store is selling a poster of the 1850s team, theyve all been redrawn in hi resolution so if you wanted to see their faces up close you might want to consider getting that poster
Hope it's okay if I join in on the fun
I don't have TF2 though, so.... anyhow
Trying out the medic. Just a quick concept sculpt of the face (I like to retopo the face in ZBrush and then model the rest in 3ds Max)
On a side note/request, could you maybe post some texture flats Swizzle? - Nevermind, found 'em in your portfolio
I feel like I'm performing CPR on this thread
Besides some facial tweaks that I need to do (mainly add hair), I think I'm done and I'm pretty satisfied
I feel like I need to tone down the normals a bit
I'm not sure about how you've got the back of the apron setup there
What about something like this? If you placed the waist tie up a little higher on the body than the belt it should work ok, I think, and the knotted part should add a little extra interest to the rear of the model.
hey supa, on the medic I think he might be a bit too spindly, he is very tall and tin, and so just looks a bit awkward, because the original medic was a bit thin perhaps, but still substantial, and a bit short, so the sudden bean pole perspective is a bit odd
Ha yeah selentic, don't worry, 'twas the intention for him to have a big chin
The Burning Sky, you're quite right. I was aware of that too but I decided to keep him the way he was. In the future I might beef him up a bit
Here's a new one I just finished! He's going to have some normal mapped folds (those don't take long to make), but besides that I believe he's done
And did this last one for shits and giggles
As a side note, I just bought TF2 off of Steam! (it's on a 75% discount)
GAAAAAHHHH!!!! i wanna see these in-game (i am an expert at rigging and vertex weights, as well as compiling them for in-game use, i can even get the aprons to look like real cloth!!!!!!! if anyone else wnats to see these in-game but can't do so, i would love to!!!!!)
Hey guys, first post on the forums, I just want to say you're doing an awesome job - I really wish I had that skill/talent/programs to do this kind of stuff. ;_;
There's something about that face in general which i don't like. infact, there isn't anything about the head which i particularly like, its quite displeasing to look at, with the strange eyes, eyebrows, and mouth, although the paintover is a move in the right direction though.
Hey, since you guys are such amazing artists, I have a few drawings for a couple of new weapons for the game, and I would die happy if they could be made into something like this. Please send me a message if you think you want to and I will send the drawings, though be warned- I am a terrible artist
Hey swizzle! Myself and a bunch of other people who make G-Mod videos on youtube are monitoring these threads. One of my friends, Dingo, loved your Billy The Kid so much, she drew this...
Replies
Actually, my friend thinks the PYRO is Italian
Sorry I hadn't responded; it's been a while since I checked this thread. As far as suggestions go, I can't help too much other than to say take a look at the head textures for the original TF2 models and see how they do things. Use soft brushes and sample colors directly from the original textures.
tesher07: It's still happening, but I'm currently in the middle of getting some hard drive issues worked out on my desktop so things are on hold. I'd actually finished the normal maps on the scout a few days ago and was going to be tweaking some parts of the model and the diffuse yesterday, but hardware issues intervened.
Once I get my hard drive back from Seagate, I'll be continuing on this and finishing the rest of the classes. I want to do a group shot that matches the poses from the comic while being in the style of this one.
I've pretty much finished the normals, though I may go back and do a touch of cleanup on some areas. The textures are still very WIP, but they're coming along. As always, the head texture is a real bitch to get right, but I think it'll turn out okay. I need to tweak some things model-wise before I'm happy, but the modeling side of things is pretty much done.
I'm probably going to take a crack at the medic next.
I really must finish my attempt at the medic. I'll be interested to see where you take yours.
Yeah, rigging is gonna be a huge pain in the ass, especially if I want to get this guy in a pose similar to the one in the group shot from the comic. I think I can kinda fudge it, though; you can't actually see most of the scout's body in the group shot because his leg is in the way.
Little update:
I added the wheat he was chewing on in the group shot along with a belt buckle. I also moved the holsters up a touch since they were too low on his legs. I still need to get a proper spec map on this guy and I still need to finish up the head texture, but this is probably the last we'll see of him until I get to rigging and posing everybody for the group shot.
Next up is the medic.
I guess at the credibility and respect do come from the beard. Respect.
Swizzle, the thing that might be wrong on the scout is the jacket: its several layers and its open on the top two.
I think, that 1. if that were real it would flap around if he were running, and 2. the original scout in tf2 has has just a skintight tshirt, and so the concept of layers and the extras is a bit strange.
I don't have TF2 though, so.... anyhow
Trying out the medic. Just a quick concept sculpt of the face (I like to retopo the face in ZBrush and then model the rest in 3ds Max)
On a side note/request, could you maybe post some texture flats Swizzle? - Nevermind, found 'em in your portfolio
*edit*
Retopo'd and then reworked the face
Used Swizzle's engineer as reference for the apron
8,926 tris
Besides some facial tweaks that I need to do (mainly add hair), I think I'm done and I'm pretty satisfied
I feel like I need to tone down the normals a bit
And thanks Captain of The Chalk Ship!
What about something like this? If you placed the waist tie up a little higher on the body than the belt it should work ok, I think, and the knotted part should add a little extra interest to the rear of the model.
Just sayin.
The Burning Sky, you're quite right. I was aware of that too but I decided to keep him the way he was. In the future I might beef him up a bit
Here's a new one I just finished! He's going to have some normal mapped folds (those don't take long to make), but besides that I believe he's done
And did this last one for shits and giggles
As a side note, I just bought TF2 off of Steam! (it's on a 75% discount)
Seriously. I'd love to have a full set of 1850's style skins for my server, and then make an 1850s style map for my server too.
Great job on these and I eagerly await the day these skins go public. Can't wait to see some 1850's TF2 servers
Otherwise, it looks freaking awesome! Keep up the good work.
could you release these to the public as gmod rag dolls as well as TF2 skins?
rigging swizzles black heavy.
You can find her at http://deathdragon13.deviantart.com/
She really wants to draw concept art for 3d modeling like this.
heavy done! (gotta do the flexes though ;( )