Gonna make a new thread for this one. So for people who haven't seen some of my progress in the other thread yet, I'm working on a Radigan Conagher replacement for the Engineer based on the
comic.
I changed some stuff around since I last posted; no more lantern and I added the pouch from the original Engineer (didn't make much sense to grab bullets from his helmet lol). Also I finished the textures. Next are normalmaps for folds and I might try some for his hair just to see how it looks.
There are still some issues like his rightfoot loses it's shape in some poses (like in the last picture), but it turned out it's because of the animation so I'm not going to be able to fix that.
Also the jigglebones of the cloth start vibrating when my fps drops ingame (you have to see it to believe it).
And the class select animation is broken, but I think it's because he doesn't have expressions yet.
I'm switching between projects all the time, so I'm sorry for making you guys wait so long for release, but I'm getting there
Replies
Here are some wires, 8021 tris (original engi is 8306 tris).
The texture on the overalls seems a little too simplified, not so much the diffuse although it might benefit from a few highlights and shadows here and there. But once you get the normal map and lighting shader working its going to hit that groove pretty well.
Quick question: How would it look like with the mining light?
also you should go show your work at the emporium (http://www.facepunch.com/threads/1057613-TF2-Emporium-30)
it's great for getting some attention and feedback
also please make a promo and release it at the emporium when you're done
*edit*
hm, haven't i seen you at the emporium before?
I haven't worked on this for a while now though, it's kind of an on and off project. But I got some help from luigimario (the guy who made the Gentleman's Gatsby). He'll recompile all hats so they don't clip and he's also busy editing the engi's voice files to make his voice lower.
Also started working on expressions.
no offence but those are kind of dumb suggestions, the HHH is already modeled and the minecraft guy is just... stupid
The reason I created normals afterwards is because, for TF2 silhouette is very important and folds don't really seem to add that much to it. I don't know if Valve did it that way originally though.
I also reused some parts of the engineer model to start working from.
As for future TF2 projects; this is probably my last one, at least for a while. I want to experiment with other styles and get better in general.
really makes me want to get my ass around low-poly'ing my Henry model already...
The rest of it, however, is quite good.
nice model, tho.
I'll take the viewmodel part! Recompiling tf2 player models and weapons since years . I'd totally support you to finish this!
Big thanks to murphy7 for making the viewmodel it looks amazing.
I guess Valve time applies here too
It can be downloaded here.
Enjoy