[QUOTE=Deodorant;37822687]My lack of a tablet and basic digital drawing skills make me unable to do my concept art digitally, and by extension unable to draw on top of pics of existing weapons to make my designs exactly proportionally accurate. This, coupled with my general awful-ness at drawing realistic perspective, straight lines and smooth curves makes it pretty much impossible for me to draw the type of proper professional concept art that modelers can import into their modeling programs and use as a direct template. Therefore, I've decided to make my concept sketches work more like idea pitches with some design elements thrown in, which means I take the Sharc-style approach of just trying to get the idea across in a neat caricature-y manner. This may or may not be a shitty excuse.
[/QUOTE]
You don't need a tablet to make good concepts at all, and I understand that you can't get the proportions 100% accurate.
Honestly, if you did exactly what you are doing right now (but as a light sketch) and then went over it in pen (erasing the pencil lines), it would look better.
Also, you could even learn how to use the pen tool (or equivalent) in you art program - just don't leave it as a scribbly pencil sketch.
[QUOTE=eddy-tt-;37823955]Same reason there was a red spy doll with pins in his body for the red engineer.
It's visually distracting from the main colour, can cause confusion.[/QUOTE]
[img]http://wiki.teamfortress.com/w/images/b/b9/Itsy_Bitsy_Spyer.png[/img]
Riiiight...
[QUOTE=JPRAS;37823676]Here's my and my friend's latest item:
[img]http://i.imgur.com/nArIb.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=98824986&searchtext=[/url]
I'd appriciate constructive feedback if possible and ratings/comments.[/QUOTE]
But why would you submit it to the workshop, then ask for feedback? :v:
[QUOTE=Mr, Jukebox;37824192]But why would you submit it to the workshop, then ask for feedback? :v:[/QUOTE]
To ask you what you guys think. The model's done, but if there's any suggestions or anything I should improve in future items me and my mate mate I'd appriciate 'em.
[QUOTE=Gamemaster1379;37823993]So I never saw a fair reply on this. I decided that I'd give a good reply to #2 since I dabbled in particles.
Yes, you can apply a weapon with a fire system that never goes out. However, without using new particle systems, it would be limited to the particle system 1 in schematics (Which is burningplayer). The only other suitable particle system would be 13, which is the unusual burning particle. However, that system simply will not work because it generally looks for a head bone to attach to whenever it is applied. Even if it would apply, it would be contained to the weapon bone, so would only light the grip on fire.
Leaving particle system 1, burningplayer, yes it WOULD light the entirety of the weapon on fire--but that's just it. There's no way to specify otherwise. The grip and EVERYTHING would be engulfed in flames. And when I say engulfed, I damn well mean ENGULFED. There is a wide margin that it attaches to, and as a result, any items that are long would have a huge particle system around them--likely enough to drop some high machine FPSes.
Here's an example of the Towering Pillar of Hats using just such a particle system.[/QUOTE]
What about huntsman arrows? Those light just the tip.
[QUOTE=JPRAS;37823676]Here's my and my friend's latest item:
[img]http://i.imgur.com/nArIb.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=98824986&searchtext=[/url]
I'd appriciate constructive feedback if possible and ratings/comments.[/QUOTE]
...Sanic?
[IMG]https://dl.dropbox.com/u/36415965/help.png[/IMG]
please help this how do I make it not feel so empty
[QUOTE=Psychopath12;37824138][img]http://wiki.teamfortress.com/w/images/b/b9/Itsy_Bitsy_Spyer.png[/img]
Riiiight...[/QUOTE]
[quote]Same reason [I]there was [/I]a red spy doll with pins in his body for the red engineer.
It's visually distracting from the main colour, can cause confusion.[/quote]
I said was, not is. Whole different meaning and that only got changed because of community complaints.
[QUOTE=Gamemaster1379;37823993]So I never saw a fair reply on this. I decided that I'd give a good reply to #2 since I dabbled in particles.
Yes, you can apply a weapon with a fire system that never goes out. However, without using new particle systems, it would be limited to the particle system 1 in schematics (Which is burningplayer). The only other suitable particle system would be 13, which is the unusual burning particle. However, that system simply will not work because it generally looks for a head bone to attach to whenever it is applied. Even if it would apply, it would be contained to the weapon bone, so would only light the grip on fire.
Leaving particle system 1, burningplayer, yes it WOULD light the entirety of the weapon on fire--but that's just it. There's no way to specify otherwise. The grip and EVERYTHING would be engulfed in flames. And when I say engulfed, I damn well mean ENGULFED. There is a wide margin that it attaches to, and as a result, any items that are long would have a huge particle system around them--likely enough to drop some high machine FPSes.
Here's an example of the Towering Pillar of Hats using just such a particle system.[/QUOTE]
On the other hand (despite the FPS drop), Pyrovision makes it awesome as fuck:
[img]http://cloud.steampowered.com/ugc/559821183697926851/953F455982393CA615218082EA0137329F7C780A/[/img]
[QUOTE=JPRAS;37823676]Here's my and my friend's latest item:
[img]http://i.imgur.com/nArIb.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=98824986&searchtext=[/url]
I'd appriciate constructive feedback if possible and ratings/comments.[/QUOTE]
Reminds me of this guy:
[img]http://images2.fanpop.com/image/photos/9700000/Puppet-Master-teen-titans-9735165-207-450.jpg[/img]
First time I try to jump in the 'pet' bandwagon...
[img_thumb]http://dl.dropbox.com/u/21260807/Sniper_Vulture02.jpg[/img_thumb]
[QUOTE=lilguy;37824697]On the other hand (despite the FPS drop), Pyrovision makes it awesome as fuck:
[IMG]http://cloud.steampowered.com/ugc/559821183697926851/953F455982393CA615218082EA0137329F7C780A/[/IMG][/QUOTE]
I caused somebody with a base 120 FPS to crash when I got close to them with my hat when they were in Pyrovision.
[editline]27th September 2012[/editline]
[QUOTE=Lium;37824266]What about huntsman arrows? Those light just the tip.[/QUOTE]
That was a custom particle system that I believe is hardcoded. There's no means of attribute application and I belive that system is specific to the Huntsman and wouldn't even show up elsewhere.
I started doodling.
Then I thought of a radiator.
Then I thought of nucleus.
Then I thought of portal.
Then I thought "wow this doesn't even remotely fit anymore"
[img] http://filesmelt.com/dl/nice-scatter1.png[/img]
Who wants it [I]why?[/I] can have it [I]why?[/I]
[QUOTE=A_Guardian;37825030]Really?
[URL="http://wiki.teamfortress.com/wiki/Stovepipe_Sniper_Shako"]Stovepipe sniper shako?[/URL]
Freaking really?[/QUOTE]
What's with the trivia? The only thing similar is that they're Shakos.
[QUOTE=01271;37825040]I started doodling.
Then I thought of a radiator.
Then I thought of nucleus.
Then I thought of portal.
Now I don't think this scattergun would even be qualified as remotely fitting.
[img] http://filesmelt.com/dl/nice-scatter.png[/img]
Who wants it [I]why?[/I] can have it [I]why?[/I][/QUOTE]
I think the design on this (the shape and silhouette) is quite nice actually, it's just the colours that are a bit out there.
[QUOTE=Lium;37825088]What's with the trivia? The only thing similar is that they're Shakos.[/QUOTE]
Don't worry, I'll fix that.
[QUOTE=DMY;37825097]I think the design on this (the shape and silhouette) is quite nice actually, it's just the colours that are a bit out there.[/QUOTE]
Well then I'll just leave the mostly uncoloured version here then.
[t] http://filesmelt.com/dl/nice-scatter2.png[/t]
(click for big)
Did a quick edit of the dishonored mask. I'm pretty sure it was suposed to be face misc + hood hat, but they merged them. Mod worthy?
[img]http://puu.sh/19fsK[/img][img]http://puu.sh/19fvh[/img]
[QUOTE=eddy-tt-;37824626]I said was, not is. Whole different meaning and that only got changed because of community complaints.[/QUOTE]
Originally, it was Red on BLU and Blue on RED. However, it was changed prior to submission to the Workshop due to a suspicion that it might get shot down due to conflicting team colors. Due to a large community demand for it to be changed, Valve simply swapped the Red and Blue textures, which is why the cream spirit needles and team colored patches are on the wrong team.
The community complaints wouldn't have existed if it was uploaded how it was originally designed. The change was only made prior to uploading due to second-guessing the TF team's tendencies.
Red and Blue can be on opposing teams if it's handled right. The Stitched Saboteur did it well because it was not that large, and it was placed in a relatively color-neutral area, whereas the teamcolors for the Engineer are closer to his shoulders.
The Sniper's team colors are primarily on his arms and chest, and even his pants to an extent (although it's a different shade of pants and not explicitly team colors). Something on his back is a different story considering that's where some of his secondaries are kept.
[QUOTE=Lobster_fists;37824111]Please tell me you can have grenades on this?[/QUOTE]
You can but we may be making a misc to go with this that replaces grenades.
[QUOTE=NapyDaWise;37825332]Did a quick edit of the dishonored mask. I'm pretty sure it was suposed to be face misc + hood hat, but they merged them. Mod worthy?
[img]http://puu.sh/19fsK[/img][img]http://puu.sh/19fvh[/img][/QUOTE]
Yep, may want to try and fix the hood shadow around the edge though
[QUOTE=NapyDaWise;37825332]Did a quick edit of the dishonored mask. I'm pretty sure it was suposed to be face misc + hood hat, but they merged them. Mod worthy?
[img]http://puu.sh/19fsK[/img][img]http://puu.sh/19fvh[/img][/QUOTE]
Ya mean a mod for th ehat part and a mod for th emask?
If so the yeah.
[QUOTE=Psychopath12;37825370]Originally, it was Red on BLU and Blue on RED. However, it was changed prior to submission to the Workshop due to a suspicion that it might get shot down due to conflicting team colors. Due to a large community demand for it to be changed, Valve simply swapped the Red and Blue textures, which is why the cream spirit needles and team colored patches are on the wrong team.
The community complaints wouldn't have existed if it was uploaded how it was originally designed. The change was only made prior to uploading due to second-guessing the TF team's tendencies.
Red and Blue can be on opposing teams if it's handled right. The Stitched Saboteur did it well because it was not that large, and it was placed in a relatively color-neutral area, whereas the teamcolors for the Engineer are closer to his shoulders.
The Sniper's team colors are primarily on his arms and chest, and even his pants to an extent (although it's a different shade of pants and not explicitly team colors). Something on his back is a different story considering that's where some of his secondaries are kept.[/QUOTE]
close, but actually valve outright told him to put red on red and vice versa :v:
[QUOTE=Rexic;37825611]Ya mean a mod for th ehat part and a mod for th emask?
If so the yeah.[/QUOTE]
What.
[QUOTE=01271;37825210]Well then I'll just leave the mostly uncoloured version here then.
[t] http://filesmelt.com/dl/nice-scatter2.png[/t]
(click for big)[/QUOTE]
Just had a go at a paintover. Looking again, it'd probably be better to make the central tube match the yellow drum, but that's just a bit of tinkering. :)
[thumb]https://dl.dropbox.com/u/9216111/TF2%20Concepts/nice-scatter_paintover.jpg[/thumb]
[QUOTE=Gamemaster1379;37824867]
That was a custom particle system that I believe is hardcoded. There's no means of attribute application and I belive that system is specific to the Huntsman and wouldn't even show up elsewhere.[/QUOTE]
It's in burningplayer.pcf, right at the very bottom and called flaming_arrow.
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