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Team Fortress 2 - Workshop Thread

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  • jakeharold
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    What, and have just one at the front? I liked the idea that they were stuck on props. I was going for a krusty the clown reference.
  • Ruskeydoo
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    KRosen wrote: »
    jtq43o.jpg

    What is that white thing stuck in the end?
    The handguard, handles and trigger all look too amorphous. Give them a more defined state.
    Your texture looks too much like a colour block out. Open up one of the Valve models and hae a look at what they're doing.
    The modelling on the sights looks unrefined. Check out he tsighes on the sniper SMG and the direct hit. Also what is going on with the shadows on the front sight?
    The tiny rivets at the back are very small. How many polys have you used on them?
    In general the modelling looks a bit toy like. Maybe try getting a more industrial feel.

    Having said all that I think you're concept is strong, you just need to work on how its resolved. Go on image search and look at every gun sight you can find, then have a look at some real world rocket launchers to get some shapes.

    Hope this helps!
  • PrOOf
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    My latest submission. Ammo stash.

    7.jpg

    http://steamcommunity.com/sharedfiles/filedetails/?id=3534

    Feel free to rate this item and give it name =)
  • Bellers
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    Bellers polycounter lvl 7
    Just a quick update, I made some changes to my 'lunar-launcher'. Mainly just visual changes within the FPV before I texture it... I think it improves the silhouette and character of the radar. does bringing it forward into view help the style or is it too distracting now? I wanted your thoughts, have i gone too far? Cheers.

    6311542557_67bccb07a2_z.jpg
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Thought it was about time I got off my arse and knocked out some items.

    Thought I'd do something fairly simple for a start t get the workflow down. Making a periscope for the Engi
    periscope.jpg
    Not too sure how to attach it to his head. the whole thing looks pretty unbalanced at this point.
  • Leyto
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    Leyto polycounter lvl 7
    Hi all, inspiring thread we have here :)

    Here is my wip, an "enhanced" version for the halo hat:

    wipcu.jpg

    It's around 2000 tris at this time (I don't know if it is too much), wings won't be animated, just a skinning for this one.
    Just one little issue : halo is a all_class item, and I wanted it to replace only the medic one...
  • Baddcog
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    Baddcog polycounter lvl 9
    leyto, you should at least add a couple jiggly bones, seems like valve prefers that.

    The halo has a model for each class, so it's easy to just replace one. The name is something like halo_medic 9look in player/all_class folder in model viewer.)
  • Evil_Knevil
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    I have two questions:

    1. does Valve still use the bite bodygroup for sandwich models?
    2. where can I find the sandwich on a plate model in gcf?
  • roninsmastermix
    Resubmitted for improved rigging! Click to rate. Thanks.
    DDE8A57DE9F26C09C63CB7278A13182A9C117064
  • NeoDement
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    Resubmitted for improved rigging! Click to rate. Thanks.
    DDE8A57DE9F26C09C63CB7278A13182A9C117064

    What the hell? You can update your submission archive from within TF2. All this has done is reset your votes. Unless tony.exe helped rig it.
  • roninsmastermix
    wim2aq.jpg
    Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.
  • Dr. Heinz
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    wim2aq.jpg
    Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.

    It's like he's staring through my soul......Also, beard looks kickass. But god that eye is creepy.
  • Voidoid
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    Voidoid polycounter lvl 7
    Finished up The Havoc, a chaingun ripped from a Russian attack helicopter of the same name. I textured it, and Sparkwire modeled it. Click it to go to the workshop page and do what you please!

    havoc-promo-spread.png
  • Dr. Heinz
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    Voidoid wrote: »
    Finished up The Havoc, a chaingun ripped from a Russian attack helicopter of the same name. I textured it, and Sparkwire modeled it. Click it to go to the workshop page and do what you please!

    havoc-promo-spread.png

    I so want that. But tell me, does it come in pink? :P
  • Voidoid
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    Voidoid polycounter lvl 7
    Dr. Heinz wrote: »
    I so want that. But tell me, does it come in pink? :P

    havoc-pink.png

    Protip: that's only Photoshopped
  • NeoDement
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    Bushman's Bush

    2011-11-05_00-29-00.jpg
  • Dr. Heinz
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    NeoDement wrote: »
    Bushman's Bush

    2011-11-05_00-29-00.jpg

    I don't know who screams gay 70's porn star more, that sniper or Jeff Foxworthy, their kind of tied atm.
  • Habboi
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    Habboi sublime tool
    Uploaded a silly hat I worked on today. Bonus points if you can guess where I got the idea from.

    smallworld_small.png

    http://steamcommunity.com/sharedfiles/filedetails/?id=3573
  • NeoDement
  • NeoDement
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    wim2aq.jpg
    Progress on the demo beard. I'd like to give a shout out to my co-contributor, Captain Chalky (who had the idea and provided some references and did the leg work on research for this) Hope you like it.

    But you won't be able to wear it with the Buccaneer's Bicorne if you have those two huge silver earrings :(
  • Leyto
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    Leyto polycounter lvl 7
    @ roninsmastermix: this beard is pretty well done, is it normal mapped ?

    @ Baddcog:
    thanks for advice :) I don't know if jigglebones would be very usefull with my item, because these are fake wings (as the halo), and here I'm rather going to replace the backpack by those wings...
  • Dr. Heinz
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    Leyto wrote: »
    @ roninsmastermix: this beard is pretty well done, is it normal mapped ?

    @ Baddcog:
    thanks for advice :) I don't know if jigglebones would be very usefull with my item, because these are fake wings (as the halo), and here I'm rather going to replace the backpack by those wings...

    I can see jiggle bones on where the wings connect to the back and the bottom feathers, if you know what I mean. Put veeeery little jiggle to the where the wings connect to the backpack, don't want it to much, just want it to bounce with him. Trust me, I've seen enough victoria's secret specials where they had those wings to know how they bounce (and I don't mean THEIR jiggled bones, if you catch my drift ;] ).

    *Add On* You don't need to make your feather panels angled, that adds on tri's. Put them as a square and paint them in as a feather. If you look at the soldier/heavy Indian chief hats, you'll see that their actually rectangles with transparency in where there is no paint.
  • jakeharold
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    SO many awesome things are being posted here today! And now, to bring the tone down, I give you today's creation.

    http://steamcommunity.com/sharedfiles/filedetails/?id=3580
    B9C26F71030048AD8712B4DBEBD0DEB2A3690F6A
  • CidTheNinja
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    @Sexy Robot & AsPesquera
    I have to say, that's great guys. Was it made for the Jurassic Pack? With that tooth/claw it certainly look like it's make a good addition.
    @roninsmastermix
    You know I don't typically like the beards I see, but this looks like it could actually work in-game.
    @jakeharold
    A clown with a mortar board? Is there some reference I'm not getting here? I think it might look better without the tuft of hair coming from the forehead.
  • Masich
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    Dr. Heinz wrote: »
    I don't know who screams gay 70's porn star more, that sniper or Jeff Foxworthy, their kind of tied atm.

    Either is good in my opinion, I like it.
  • roninsmastermix
    NeoDement wrote: »
    But you won't be able to wear it with the Buccaneer's Bicorne if you have those two huge silver earrings :(
    I checked it, the earrings are lower now to accommodate that.
  • BenHenry
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    BenHenry polycounter lvl 11
    So about 3-4 months ago, Colossal and I decided to re-vamp our circus themed items for the pyro. I honestly didn't post it anywhere because of what happened with the tomislav stuff.
    So, now that TF2 contribute has changed to their new system, I will be posting them....now.
    NOTE: All the pictures are actually screenshots from Mac, so they tend to be a little dark. If you need an example of how much darker...this is the brawler in-game: http://cloud.steampowered.com/ugc/650995607943903837/5D6B0A45FD60594C020C736993AA277AC758EF62/
    Oh, and we decided to make more than just the pyro items.
    showstopper_red.pngparty_popper_3_model_tex.pnghead_blue_wehite.pnghitter.png
    Those were the pyro ones...Now for some other classes. Note, all models fit the animations except for the spy knife (which, if incorporated in the game, will have to be a projectile).
    brawler.png
    lion_tamer.pngknife_blue.pngsniper_colored.pngsniper_hat2.pngtophat.png
  • roninsmastermix
  • Baddcog
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    Baddcog polycounter lvl 9
    I like the beard but what happens when he talks?
  • NeoDement
  • Piesandbombs
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    Dat heavy facial expression.

    I'm not feeling the mustache so much, but I think the body hair and chain go great with both classes.

    Anywho, working on a new hat, the Jamaican's Jeep Cap;
    89x8
  • blaholtzen
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    NeoDement wrote: »
    Hmm.
    2011-11-05_15-43-53.jpg

    put it on engie as well
  • NeoDement
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    Tweaked moustaches, probably final version:
    FacialHairs.jpg
  • chelovek(MAPAT)
    I would like to present you new heavy hat, which has analog in Team Fortress Classic.
    Classic helm
    410F254ACC8F0BD4588E822036A6C81979823930
  • Baddcog
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    Baddcog polycounter lvl 9
    Has anyone got animations showing in game for a hat?

    I've got one rigged and used idle anim, and that appears to be what the houwar uses, but mine just doesn't play.

    hmmm, maybe I forgot a loop command or something...
  • NeoDement
  • Baddcog
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    Baddcog polycounter lvl 9
  • jakeharold
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    @jakeharold
    A clown with a mortar board? Is there some reference I'm not getting here? I think it might look better without the tuft of hair coming from the forehead.

    I'm working on a full update, including a set for each class and a comic to contextualise the sets. It's mainly a krusty the clown/homer simpsons goes to clown college reference. Engy goes to clown college as it's the only PHD he never got.
  • Baddcog
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    Baddcog polycounter lvl 9
    I call it the Chernobyl Dis-EYE-ster

    Hind sight is always 20/20, and in this case fore sight and side sight are too.

    chernobyl.jpg

    Man, this one worked me, always plan ahead. It started as an extrusion of the heavies head, so I was leaving some uv's intact. But it gave me a lot of seams, so I re-uved and re textured it and had the edge seam around it painted pretty well. But the in game shading was sucking. So I wrapped it with bandage. Then I was going to have the bandage on another texture but ended up deleting some polys under it, pushing the uv's onto the main texture, rebaking ao...
    I also had the eyeballs as jigglebones but decided just to animate them since i was doing the eyelids anyway.

    The eyes all blink and look around, hard to get a good screen of it... Seems like every shot I took ended up on the same frame.

    I think I need to dirty up bandages a bit and submit.
  • JZeeba
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    Baddcog wrote: »
    I call it the Chernobyl Dis-EYE-ster

    chernobyl.jpg

    I wasn't planning on sleeping anyway... but nice model, you should make a video to show the animation
  • CidTheNinja
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    @Baddcog
    "...prancing about with yer head full of eyeballs" :poly115:
    I'm actually kinda disturbed by this.
    @jakeharold
    *does quick google search* huh, I didn't know clown college was an actual thing
  • BanthaFodder
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    NeoDement wrote: »
    Tweaked moustaches, probably final version:
    FacialHairs.jpg
    oh please God, let this get in...
    "every square inch of me's covered with HAIR"

    @Cid
    "prancin' aboot with yer head fulla eyeballs"
    that's way funnier than it has any right to be.

    @Ben
    can't sleep, clown'll eat me...
    I also want that Minigun especially hard

    @ronin
    loving the beard. it 100% DESERVES to get in

    @Habboi
    is that Homer Simpson's anti-bear armor?
  • Baddcog
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    Baddcog polycounter lvl 9
    Lol, the best part is the curly chest hair :D


    So I'm having an issue with my Chernobyl LOD. The eyeballs and eyelids each have a bone. So I figure why not cut down on the used bones at a distance. They are still there and animating, but they are not deforming tris (moving hard to see eyeballs).

    So LOD 1, the eyebones are still included (as to not cause missing bone issues if that is even an issue - guess I'll have to test).

    But for some reason, the low LOD eyeballs are still being weighted to the bones, though somewhat messed up. So some clipping is occuring.

    Has anyone dealt with this? Can I somehow have a different anim play when LOD changes?
    edit

    Looks like I may have to use bone tree collapse...

    so bip_head>bip_eye> all the eyeball bones...

    then with tree collapse remove all children of bip_eye.

    Something for tommorrow
  • 3DMark
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    Baddcog wrote: »
    Lol, the best part is the curly chest hair :D


    So I'm having an issue with my Chernobyl LOD. The eyeballs and eyelids each have a bone. So I figure why not cut down on the used bones at a distance. They are still there and animating, but they are not deforming tris (moving hard to see eyeballs).

    So LOD 1, the eyebones are still included (as to not cause missing bone issues if that is even an issue - guess I'll have to test).

    But for some reason, the low LOD eyeballs are still being weighted to the bones, though somewhat messed up. So some clipping is occuring.

    Has anyone dealt with this? Can I somehow have a different anim play when LOD changes?
    edit

    Looks like I may have to use bone tree collapse...

    so bip_head>bip_eye> all the eyeball bones...

    then with tree collapse remove all children of bip_eye.

    Something for tommorrow
    Wouldn't you be better off using the shader code from the standard eye shader. That way all of the eyes would be looking at the observer.
    Don't ask me to grep the code though I'm lisdexic.

    Nice freaky eye hat btw.

    Best
    Mark
  • Constructor
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    sss%20%282%29.png

    I made a little thing.
  • Flat Face
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    Flat Face polycounter lvl 10
    actually working on something again *I was working on that ninja mask but I'm not good with cloth as I've never done any before so I took a break so I can practice and do it right*

    Was using the GRU's earlier and didn't like the way they looked with my loudout, I've got the skyrim helmet on and looking all knighty is epic *even with the minigun* but the boxing gloves killed it for me so I thought about making a reskin.

    had a quick look at the axtinguisher to get an idea of how to do some barbed wire and this is a quick model test to see if it looked right, thoughts?

    quicktest.jpg

    quicktest2.jpg

    I'll be wrapping it around his fists *though I can't get his fists into 3ds max, it only imports the bones :/ can anyone help?*

    I like to keep things as low poly as possible so the wire its self is just a 3 sided smoothed cylinder and the barbs are 5 sided and deformed a tad. reckon that's too low poly?


    My ninja mask, anyone got any ideas of how I should go about it?

    Heavy_Weapons_Guy_by_spankwagon.jpg

    here's where I got to but I'm not entirely sure where to go from here.. I kind of want it to wrap around his head then have the knot at the back similar to the duty rag *might look at it for an idea of how to do the knot* but yeah I just don't really know where to go from here? any suggestions? paint overs? <3

    justyeah.jpg
  • Noors
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    Noors greentooth
    less tris, more evenly spaced. It shouldnt cover the back of the neck. The fists are in a separate file if i remember correctly ?

    Quick blocking :
    flint_eastwood3.jpg

    The stone is a bit small in first view imo, as usual due to focal length :/ I'm affraid it will be too big in world view if i scale it up.
    So, let the fun begins...
  • Tomm
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    lots of awesome stuff here as usual, here's my work in progress moose hat lol.
    Just felt like doing something x-mas themed, any crits appreciated.

    xmas_heavy04.jpg
  • Habboi
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    Habboi sublime tool
    Heh that's amusing. I like the one with lights a lot more and they'll be nice once you add a glow ingame. Shouldn't the nose be a different colour? Not red I hope :P

    chicken2.png

    I've been working on the position and shape for hours and this is the best position I can get without clipping.
  • Flat Face
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    Flat Face polycounter lvl 10
    Bump to point out that I still need help getting the fists into max! <3

    and not TF2 but TF2 related :P ported these 2 objects onto tommy and into Vice City for a friend

    lawls.jpg
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