If you're going to go all the way with flexes and everything, adding some simple mouth geometry would be wise.
What version of the TFC mercs are you doing, anyway? The originals, as they appeared in TFC, or the mercs from the "present", as they appeared in the latest comic? Either way, I hope they end up finished. I've been dreaming of TF2-style TFC mercs ever since I saw them in the comic.
[QUOTE=Flubbman;44740068]If you're going to go all the way with flexes and everything, adding some mouth geometry would be wise.
What version of the TFC mercs are you doing, anyway? The originals, as they appeared in TFC, or the mercs from the "present", as they appeared in the latest comic?[/QUOTE]
I'm doing a bit of a mix. There are some details that I can't see in the comic, anyways. (like the legs)
edit: Wait are you talking about the Catch up comic or "A Cold Day in Hell"? I don't plan on doing the ones from "A Cold Day in Hell".
[QUOTE=AbioFlesh;44740098]I'm doing a bit of a mix. There are some details that I can't see in the comic, anyways. (like the legs)
edit: Wait are you talking about the Catch up comic or "A Cold Day in Hell"? I don't plan on doing the ones from "A Cold Day in Hell".[/QUOTE]The TF wiki has in-game screenshots of the TFC mercs, could be useful.
[url]http://wiki.teamfortress.com/wiki/Spy_%28Classic%29[/url]
If you want additional reference images from different angles, just ask me and I can get them for you!
[QUOTE=GibbleMiester;44740062]Rain requested someone that doesn't use blender is why.[/QUOTE]
No offense to Rain or you, but that's just stupid.
It needs to be someone good at modelling, it doesn't matter what tools that person uses as long as it gets an appealing and nice job done. If it end's up being a file compability problem, there's a trillion ways to import/export models between Blender, Maya, Max, ZBrush, Mudbox, etc. Some have better toolsets than others, each have their own vantages, but as long as you know what you're doing, there's nothing wrong with using Blender just because its free or not used by most professionals.
[QUOTE=JPRAS;44740243]No offense to Rain or you, but that's just stupid.
It needs to be someone good at modelling, it doesn't matter what tools that person uses as long as it gets an appealing and nice job done. If it end's up being a file compability problem, there's a trillion ways to import/export models between Blender, Maya, Max, ZBrush, Mudbox, etc. Some have better toolsets than others, each have their own vantages, but as long as you know what you're doing, there's nothing wrong with using Blender just because its free or not used by most professionals.[/QUOTE]
-snippety-
So do we only have 3 extensions or do the inconsistent ones count?
[QUOTE=JPRAS;44740243]No offense to Rain or you, but that's just stupid.
It needs to be someone good at modelling, it doesn't matter what tools that person uses as long as it gets an appealing and nice job done. If it end's up being a file compability problem, there's a trillion ways to import/export models between Blender, Maya, Max, ZBrush, Mudbox, etc. Some have better toolsets than others, each have their own vantages, but as long as you know what you're doing, there's nothing wrong with using Blender just because its free or not used by most professionals.[/QUOTE]
I wasn't really referring to skill when talking about people who use blender, the pipeline is just really bad when I want to change up things on a model using maya or 3ds.
[t]http://img.ctrlv.in/img/14/05/06/5369564e530c0.png[/t]
the belt strap and loop on the Oculus Brick.
this is where most of the detail tris come from. i dont know what to do else with it, so I'm going to start texturing it today
[QUOTE=JPRAS;44740243]No offense to Rain or you, but that's just stupid.
It needs to be someone good at modelling, it doesn't matter what tools that person uses as long as it gets an appealing and nice job done. If it end's up being a file compability problem, there's a trillion ways to import/export models between Blender, Maya, Max, ZBrush, Mudbox, etc. Some have better toolsets than others, each have their own vantages, but as long as you know what you're doing, there's nothing wrong with using Blender just because its free or not used by most professionals.[/QUOTE]
I have been trying several 3D softwares lately as I use Softimage and Autodesk decided to stop developing it, I was considering moving to Blender as its open source.
After carefully testing Blender myself, the Blender normals and normals editing tools have some serious limitations, amongst other things, of course it also has its own unique features which are great though.
But when it comes to normals and exporting for game engines and more importantly sending models to other people using other 3D software, its basically impossible to export proper normals from Blender to any other app, FBX normals don't work, OBJ either etc
That is not a problem with any particular exporting format or other softwares trying importing models from blender, its simply a limitation coming from how the Blender meshes and normals work, its architecture, they would need to completely recode how meshes normals are stores/displayed in Blender in order to be able to export normals data properly.
The only thing that works is using Split Edge modifier and if you are exporting directly to engine, that's fine, because it disconnects the edges, which is bad, but exporting to OBJ/FBX/Collada to share with another person to import on 3DS/Maya etc no way.
There's a workaround to exporting normals, using the edge split modifier, you make it so it disconnects the hard edges when exporting to OBJ, then import in the other 3D software and reconnect the edges and mark as hard, but that's only hard edges not actual normals with a wide range of shading angles, its also a crappy workaround, as if you happen to have overlapping edges, when reconnecting edges it might reconnect thing it wasn't supposed to.
This is part of why professionals game 3D artists may not use it, you couldn't possibly work like this when freelancing, you are often asked to provide models in FBX/OBJ or other formats which blender may not even handle and since blender cannot properly export/import normals its a no no for freelance 3D artists since they need to be able to export models to different formats that export all the needed data [I]properly[/I].
So if you are going to need to send models to another artist using another software I wouldn't recommend Blender for the limitations with exporting/importing normals (Blender cannot import normals properly! :/)
Maybe they'll someday recode how normals work in Blender so it can import/export normals properly for game models and to other 3D apps.
[B]Otherwise if you are going to model and export directly to engine yourself, Blender is perfectly fine, I'd say its a fantastic tool anyways.[/B]
[QUOTE=Rain*;44740376]I wasn't really referring to skill when talking about people who use blender, the pipeline is just really bad when I want to change up things on a model using maya or 3ds.[/QUOTE]
While there are lots of ways to edit a mesh from a program to another, I do understand that it is much more practical to exchange program specific scenes rather than exported files.
I just wrote what I did because people tend to underrate Blender users just because its a free program. (I know its not at a professional level and not as complete as Max or Maya, but still a decent-good tool to use)
inspired by my uncle down south who owns a Auto-Towing business:
[IMG]http://i.imgur.com/NqeESOm.png[/IMG]
[QUOTE=BANG!;44740445]I have been trying several 3D softwares lately as I use Softimage and Autodesk decided to stop developing it, I was considering moving to Blender as its open source.
After carefully testing Blender myself, the Blender normals and normals editing tools have some serious limitations, amongst other things, of course it also has its own unique features which are great though.
But when it comes to normals and exporting for game engines and more importantly sending models to other people using other 3D software, its basically impossible to export proper normals from Blender to any other app, FBX normals don't work, OBJ either etc
That is not a problem with any particular exporting format or other softwares trying importing models from blender, its simply a limitation coming from how the Blender meshes and normals work, its architecture, they would need to completely recode how meshes normals are stores/displayed in Blender in order to be able to export normals data properly.
The only thing that works is using Split Edge modifier and if you are exporting directly to engine, that's fine, because it disconnects the edges, which is bad, but exporting to OBJ/FBX/Collada to share with another person to import on 3DS/Maya etc no way.
There's a workaround to exporting normals, using the edge split modifier, you make it so it disconnects the hard edges when exporting to OBJ, then import in the other 3D software and reconnect the edges and mark as hard, but that's only hard edges not actual normals with a wide range of shading angles, its also a crappy workaround, as if you happen to have overlapping edges, when reconnecting edges it might reconnect thing it wasn't supposed to.
This is part of why professionals game 3D artists may not use it, you couldn't possibly work like this when freelancing, you are often asked to provide models in FBX/OBJ or other formats which blender may not even handle and since blender cannot properly export/import normals its a no no for freelance 3D artists since they need to be able to export models to different formats that export all the needed data [I]properly[/I].
So if you are going to need to send models to another artist using another software I wouldn't recommend Blender for the limitations with exporting/importing normals (Blender cannot import normals properly! :/)
Maybe they'll someday recode how normals work in Blender so it can import/export normals properly for game models and to other 3D apps.
[B]Otherwise if you are going to model and export directly to engine yourself, Blender is perfectly fine, I'd say its a fantastic tool anyways.[/B][/QUOTE]
Indeed, I'd say Blender has that big flaw, I was just thinking Rain was talking about a different context.
[QUOTE=GibbleMiester;44740062]Rain requested someone that doesn't use blender is why.[/QUOTE]
The way you worded it, specifically "we need a someone good to model (no blender guys, sorry)" made it sound like those who opt to use Blender are inferior artists.
[QUOTE=BANG!;44740445]
[B]Otherwise if you are going to model and export directly to engine yourself, Blender is perfectly fine[/B][/QUOTE]
Wait, what do you mean by that? Shit, I think I have been using blender wrong the whole time.
[QUOTE=Inspecter;44739110]What I'm just saying the truth. I could care less about getting my own stuff claimed. I'm just saying that he shouldn't give up concepting and that he should keep doing them.[/QUOTE]
Thanks. But I kinda know my drawing skills are shoddy at best. When I said concept drawing, I meant the drawing part
And your stuff isn't that bad at all.
[QUOTE=GibbleMiester;44740464]inspired by my uncle down south who owns a Auto-Towing business:
[IMG]http://i.imgur.com/NqeESOm.png[/IMG][/QUOTE]
needs more team coloring, as viewing from the back would cause team-recognition issues. Engie's default pants color isn't really enough to tell the team from a distance.
[QUOTE=kibbleknight;44740591]needs more team coloring, as viewing from the back would cause team-recognition issues. Engie's default pants color isn't really enough to tell the team from a distance.[/QUOTE]
Isn't there a leather color for each team?
[QUOTE=FiveEyes;44740543]Wait, what do you mean by that? Shit, I think I have been using blender wrong the whole time.[/QUOTE]
I believe he's talking about the "mark sharp" kind of stuff. Blender's sharp edges aren't preserved in any export format, and they aren't imported when utilizing external formats either.
If you're the only person who's touching the meshes, you can mark edges as sharp and have it import into TF2 just fine without any issues. If there are other modelers involved, you can't translate the cyan lines between the two, which is a pain for both parties involved.
[QUOTE=gigazelle;44740480]The way you worded it, specifically "we need a someone good to model (no blender guys, sorry)" made it sound like those who opt to use Blender are inferior artists.[/QUOTE]
i knew someone would say that but i was hoping you guys would get over it. it was in the same context as in "Sorry guys, no blender"
[QUOTE=gigazelle;44740612]I believe he's talking about the "mark sharp" kind of stuff. Blender's sharp edges aren't preserved in any export format, and they aren't imported when utilizing external formats either.
If you're the only person who's touching the meshes, you can mark edges as sharp and have it import into TF2 just fine without any issues. If there are other modelers involved, you can't translate the cyan lines between the two, which is a pain for both parties involved.[/QUOTE]
Oh, then nevermind. I already knew this then, I thought that exporting with sharp edges fucked up the model. Gave me quite a spook making me think everything I've done is broken.
[QUOTE=kibbleknight;44740591]needs more team coloring, as viewing from the back would cause team-recognition issues. Engie's default pants color isn't really enough to tell the team from a distance.[/QUOTE]
i feel like the red/blue towing truck and respective cream spirit colors on the giant logo on his back would probably suffice for team colors, along with the dark/brownish red and dark grey/blue people usually associate with the respective teams and can distinguish quite well
[QUOTE=GibbleMiester;44740670]i feel like the red/blue towing truck and respective cream spirit colors on the giant logo on his back would probably suffice for team colors, along with the dark/brownish red and dark grey/blue people usually associate with the respective teams and can distinguish quite well[/QUOTE]
Maby you can let the red collar pop out the jacket a bit dunno
[t]http://puu.sh/8C3ty.png[/t]
Son, i am going to tell you this once. I am not an elf. Now hand me my bow.
up2+2grabs
[QUOTE=Inspecter;44738917]Oh come now yours aren't bad. They're probably better than mine.[/QUOTE][QUOTE=Inspecter;44739110]What I'm just saying the truth. I could care less about getting my own stuff claimed. I'm just saying that he shouldn't give up concepting and that he should keep doing them.[/QUOTE]
So stop posting this over and over. Either have confidence in your concepts or just don't post them at all. No one is going to make your concept out of pity.
[QUOTE=GibbleMiester;44740464]inspired by my uncle down south who owns a Auto-Towing business:
[IMG]http://i.imgur.com/NqeESOm.png[/IMG][/QUOTE]
[QUOTE=kibbleknight;44740591]needs more team coloring, as viewing from the back would cause team-recognition issues. Engie's default pants color isn't really enough to tell the team from a distance.[/QUOTE]
The team recognition is fine.
I mean come on, it's the same color as his damn pants, so on Blu team it would be the same blue color as his pants I would assume.
If it were the same color as this on blue team that would be a different story...
I don't see why people have such a problem with team recognition anyways. If you are unusure of what class someone is on you should spy check anyways. Even then, it's a redish brown jacket, you won't see blue engineer with a brownish red jacket anyways.
[QUOTE=dolphin;44740930]The team recognition is fine.
I mean come on, it's the same color as his damn pants, so on Blu team it would be the same blue color as his pants I would assume.
If it were the same color as this on blue team that would be a different story...
I don't see why people have such a problem with team recognition anyways. If you are unusure of what class someone is on you should spy check anyways. Even then, it's a redish brown jacket, you won't see blue engineer with a brownish red jacket anyways.[/QUOTE]
the operators overalls color isn't easily distinguished from longer distances. From my own experience I tend to look for Engie's team colored shirt before his overalls due to the same reason.
[QUOTE=kibbleknight;44740998]the operators overalls color isn't easily distinguished from longer distances. From my own experience I tend to look for Engie's team colored shirt before his overalls due to the same reason.[/QUOTE]
I don't know... I've yet to meet one that complains about the Dogfighter.
Also, it's not really hard to tell what team an Engineer is on while in game. At least it never was for me.
[QUOTE=Omninerd;44741139]I don't know... I've yet to meet one that complains about the Dogfighter.
Also, it's not really hard to tell what team an Engineer is on while in game. At least it never was for me.[/QUOTE]
dogfighter isn't operators, its a brownish leather for red and a deep blue on blu, the two colors have a much larger contrast than operators, as well as several bits of regular team coloring to make up for what was covered.
[QUOTE=Omninerd;44741139]I don't know... I've yet to meet one that complains about the Dogfighter.
Also, it's not really hard to tell what team an Engineer is on while in game. At least it never was for me.[/QUOTE]
Dogfighter has a teamcolored arm strap and a teamcolored sleeve
[QUOTE=kibbleknight;44737536][img]http://puu.sh/8ByAR.png[/img]
added some stuff by suggestion[/QUOTE]
Claiming
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