So far, I only have Blender to work with. Sorry that the Images are sideways...
Also, if you're going to complain about it being 'too high-tech'... Think of the invisible French People... And Austrlum. xD
(updated Concept thanks to Jackablade, image was too bright at first)
Anyone have ideas for the placement of the Rocket Launcher on Level 3? (It better be a rail gun)
Replies
Weaponising the the swirly Nucleus thing from the map of the same name is an interesting idea. I'll be interested to see how you develop the concept.
It's funny, cause the design came from in one of my dreams.
The Nucleus (I read some more about it) is a Doomsday device. What
I really plan on is recycling the particles. I could even have team-based particles.
The Level 3 design needs ROCKETS xD
sounds like a cool idea though
Whuuuuuuuuuuut did you say?!
Again, I'l going to recycle the big-swirly nucleus from arena_nucleus and use it on this Team Fortress 2 Sentry Gun replacement.
Did you even change the pic? :poly142: It looks exactly the same as the OP on my screen
As for the sketches, they are still sort of hard to understand. Try to make them slightly bigger so it's not as cramped together.
edit: By this I mean making the actual drawings again and drawing them bigger. Not that the image is to small
As for rockets, maybe go for some sort of laser cannon? Since on a map a rail gun would be almost an instant hit, it wouldn't be that much different from a laser. And I think a laser would sort of fit the nucleus effect.
Show us a clear and organized concept sheet. Outline each upgrade stage of the turret.
Aye aye, got that. The first drawings are ideas, and kind of like... uh... "mix 'n' match" on what design would look best. I thought people would get that. Oh well. I'll update this post with the upgrade concepts, as well with the better concepts of each levels... While drinking Dr. Pepper-flavored BONK!. The Biggest troll is, I'm hand-drawing these on paper. And I'm a Vector Artist, not a drawer. I better deal with it.
I'm still comfortable with hand-drawing still, but my hand can be a troll at times. (wtf... Spasms...?, strains, all from not exercising my hand xD)
I think most people just use the TF2 HATS thread for most stuff is it is so popular and everyone looks at it.
obviously this would be a large project on his own and he could use feedback. Just because it is TF2 related doesn't mean it shouldn't get the same respect that any 'random' model for any random game/portfolio/job whatever gets.
Again, this is a big project. I also have plans for replacing Dispensers and Teles too.
Updated concepts coming right up when I get the chance to scan!
Block out meshes?
If I'm correct from Google search... You mean like a little board where you 'paint' on, except he painting appears on the computer? I don't have one, and I have no money except to ask my parents.
Also, don't assume that everyone knows the subject when you're explaining concepts. I don't play TF2, and I have no idea what any of that means.
Good luck with your project man.
As for using the nucleus fx for your gun, you will not be able to just cut and paste them to your gun. They are particle fx that you will have to rebuild to the size you need. It's not a super difficult thing to do, but you might consider doing something simpler first.
Mind giving an example of a Block out mesh thing?
I know about the particles, I'm going to load it, reduce the 'noise' if I have to, or I can just do one from fresh. I know distortions on Photoshop.
pretty simple concept and the reason they mentioned it is that you got a problem drawing in perspective.
so you block out the general shape as a 3d mesh, find a good angle to take a screenshot from, than paint your small details and colours onto in Photoshop.
here is someone who uses the same workflow for concept art and a little walk-through.
http://www.polycount.com/forum/showthread.php?t=89071
the mesh shouldn't take much of your time or be detailed. it's olny purpose is to help you with perspective, and shading when painting the concpet.