• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE=Dragara;47575581]Some do, but it's not required. A pencil and paper can get the job done just fine. Some even make digital stuff with a mouse. It's what you have access to, and what works best for you.[/QUOTE] I wanted to have something to where I could draw directly onto the classes themselves, as to make the proportions definitely correct and whatnot
[QUOTE=Cosmic feel;47575613]I wanted to have something to where I could draw directly onto the classes themselves, as to make the proportions definitely correct and whatnot[/QUOTE] Just open up a reference image in any image editing software of your choice (even Paint if that's all you have access to) and start drawing. A drawing pad and a fancy art program certainly make things easier because drawing with a "pencil" is much more natural and better programs have better tools and such, but it's still possible with a mouse and a basic program. Or, you can print out your reference images and draw on them physically that way.
[QUOTE=Cosmic feel;47575613]I wanted to have something to where I could draw directly onto the classes themselves, as to make the proportions definitely correct and whatnot[/QUOTE] [URL="http://steamcommunity.com//sharedfiles/filedetails/?id=269177385"]I wrote an entire guide to answer questions about concept art.[/URL] If there is any missing info in this guide, please let me know and I will have it added.
You're all cool people. I made a chat room for cool people on the coolest game with the help of the Facepunch Club by darth-veger! [url]http://facepunch.club/[/url] Go here and then type "/j #tf2". I figure you guys could talk about modelling, modding in general, and TF2.
what should i use for compiling weapons?
[QUOTE=perrryz;47575913]what should i use for compiling weapons? "itemtest" through source sdk wont compile any .mdl for me[/QUOTE] Crowbar
[QUOTE=gigazelle;47575809][URL="http://steamcommunity.com//sharedfiles/filedetails/?id=269177385"]I wrote an entire guide to answer questions about concept art.[/URL] If there is any missing info in this guide, please let me know and I will have it added.[/QUOTE] Thanks you btw, you helped me a lot! :D
[QUOTE=blueNES;47575919]Crowbar[/QUOTE] I use studio compiler, however, it requires that you know how to write your own .qcs writing them is super easy once you know how, so compiling doesnt take me more that 2 mins
I haven't been getting a lot of feedback on the socom. Is that because people just aren't interested in the concept or is it because it's coming along well?
[QUOTE=Tundra Boy;47576231]I haven't been getting a lot of feedback on the socom. Is that because people just aren't interested in the concept or is it because it's coming along well?[/QUOTE] Yes.
[QUOTE=Tundra Boy;47576231]I haven't been getting a lot of feedback on the socom. Is that because people just aren't interested in the concept or is it because it's coming along well?[/QUOTE] You've provided multiple iterations hoping for feedback without really showing changes/making major changes. If you constantly ask for feedback every page people get tired of hearing about it and scroll past. Feedback is good but if you consult emporium every time you change the shape of some pieces people generally start to ignore it all together. You're better off asking in stages (concept>first attempt>refined>textured>release) rather than "concept>concept update>first attempt>second attempt>refined>refined some more>textured>textured differently>final thoughts>release"
[QUOTE=Punchy;47576314]You've provided multiple iterations hoping for feedback without really showing changes/making major changes. If you constantly ask for feedback every page people get tired of hearing about it and scroll past. Feedback is good but if you consult emporium every time you change the shape of some pieces people generally start to ignore it all together. You're better off asking in stages (concept>first attempt>refined>textured>release) rather than "concept>concept update>first attempt>second attempt>refined>refined some more>textured>textured differently>final thoughts>release"[/QUOTE] That's fair. From here on out I'm going to change my posting habits to be less obnoxious and display more substantial amounts of progress. [QUOTE=Frying Dutchman;47576245]Yes.[/QUOTE] When I asked why I wasn't getting a lot of feedback, I guess it sounded like I was saying, "why aren't people paying attention to me?" What I really am thinking is that the first time I posted, I got positive ratings, but no substantial feedback other than that. That makes me worried that while the model may be alright, it's just an idea that no one is actually going to cry home about. This made me worried and so I posted again, and like punchy said the more I post the more people are going to ignore it, so I only got more worried that no one cared. The other two times I posted I got things like 'it looks snazzy' or 'the handle looks a bit simple', which is all well and good, but only really made me think that the project wasn't really catching any interest. I now understand that I need to just relax, and only post when I have something worth posting. Anyways. Thanks punchy. I feel like I needed someone to tell me that.
It's kinda like when I uploaded the Battle Barvarian. People put Disagree votes when I uploaded ot, though I showed some pictures of it before it was ploaded and no one really said anything :/
i just pm the people i talk to often enough, and talking with the concept artist/whoever else im working with
Thing is, alot of workshoppers are quite busy, so they barley have the time for that
Im always open to talk or provide feedback.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=430143048"][IMG]http://cloud-4.steamusercontent.com/ugc/715287323306850600/423FCE7D5F192E158B1F6743A25F708E2F3A3B0F/[/IMG][/URL] Sexy icon made by SeriousGreg
Regarding the SOCOM, it's kind of an odd choice of weapon for the game based largely on aesthetic grounds. The pistol itself isn't terribly interesting to look at. It's just a reliable service pistol with a basic design shared by a half dozen other weapons developed around that time period. What makes the SOCOM visually memorable is the AN/PEQ-6 laser aiming module under the barrel, which gives it an interesting overall silhouette. The problem I have with it is that this was "state of the art"...[I][B]in 1991[/B][/I]. It's old enough that it looks kind of silly compared to modern laser sights - it's just so big and bulky, like [URL="http://cdn.ttgtmedia.com/ITKE/uploads/blogs.dir/8/files/2008/04/brick.jpg"]a "mobile" phone from the 1980s[/URL]. But at the same time, it also is too new looking to fit the TF2 timeline and technology aesthetic. It doesn't look mid century "Spy Tech" enough. And it doesn't help matters that the weapon is black on black with black highlights and black detailing. Or put simply - when I see a SOCOM, I think Metal Gear Solid, not Team Fortress 2.
[QUOTE=Tundra Boy;47575110]Let me know what I'm doing right/wrong.[URL="https://p3d.in/7l8JC"]3d[/URL][/QUOTE] [t]http://i.imgur.com/N8ar9oG.jpg[/t][t]http://i.imgur.com/gbpsV9i.jpg[/t] I feel like there are too many cuts going on in the box, especially the bottom cut, which makes it look overly busy. You should get rid of the red lines and maybe get rid of the yellow lines too, though they might look fine once the red cuts are gone. Same with the other side. On the other side, the cover with screws is good, but it does not need a thick cut around it. I think a normal map indent should suffice for that. Also I don't like the arrangement of the controls. You should have the two dials be parallel to each other and have the button lined up to the dials horizontally.
[QUOTE=VernoGuy;47578577]Also I don't like the arrangement of the controls. You should have the two dials be parallel to each other and have the button lined up to the dials horizontally.[/QUOTE] Except in real life, that's how the dials are actually oriented to one another. [t]http://i13.photobucket.com/albums/a277/natpalmer/MK233.jpg[/t] That said, could use a decocking lever and a safety...
[QUOTE=G. Verloren;47579011]Except in real life, that's how the dials are actually oriented to one another. [t]http://i13.photobucket.com/albums/a277/natpalmer/MK233.jpg[/t] That said, could use a decocking lever and a safety...[/QUOTE] But the TF2 artstyle simplifies things like that.
[QUOTE=G. Verloren;47578474]Or put simply - when I see a SOCOM, I think Metal Gear Solid, not Team Fortress 2.[/QUOTE] I know what you mean. It almost seems like there's a sense for when a concept really [I]works[/I]. It's as though you look at the concept and say 'this is a concept that [I]needs[/I] to be fleshed out, because it's something that the tf2 characters would actually use if given the choice.' I haven't quite been feeling that when modeling the socom. If feels to detailed and out of place, like a forced reference. I'll probably still try to finish it, but I don't know that it would ever work as an actual in game item.
[QUOTE=Tundra Boy;47579332]I know what you mean. It almost seems like there's a sense for when a concept really [I]works[/I]. It's as though you look at the concept and say 'this is a concept that [I]needs[/I] to be fleshed out, because it's something that the tf2 characters would actually use if given the choice.' I haven't quite been feeling that when modeling the socom. If feels to detailed and out of place, like a forced reference. I'll probably still try to finish it, but I don't know that it would ever work as an actual in game item.[/QUOTE] I definitely like the idea of bulky technology being added to a pistol, that feels very TF2. Don't worry about matching the reference so much though. That was just your inspiration, you don't need to make it a one-to-one remake (and you shouldn't seeing as its a pistol from the 90s).
[QUOTE=Tundra Boy;47579332]I know what you mean. It almost seems like there's a sense for when a concept really [I]works[/I]. It's as though you look at the concept and say 'this is a concept that [I]needs[/I] to be fleshed out, because it's something that the tf2 characters would actually use if given the choice.' I haven't quite been feeling that when modeling the socom. If feels to detailed and out of place, like a forced reference. I'll probably still try to finish it, but I don't know that it would ever work as an actual in game item.[/QUOTE] Because you are trying to make a SOCOM, not a SOCOM in the TF2 universe. Weapons in TF2 are exaggerated and simplified, and the SOCOM you are making is not. A bigger issue is that frankly the SOCOM is an ugly gun. Every single element of its design is meant to be functional, not pretty. You should take the basic and trademark elements of the SOCOM - automatic pistol with a block and light under and barrel - remove the noisy details, and figure out how it would be done in the TF2 universe. Make it obvious that there is a flashlight in there. Show a battery. Don't have all the controls, pick one and exaggerate it.
[t]http://puu.sh/hnCxV/ce9bb181be.jpg[/t] a hol horse [url=https://p3d.in/1AjaS]3d[/url] concept by kibble
Cue gamebanana MLP reskin in 10... 9... 8...
[QUOTE=G. Verloren;47579631]Cue gamebanana MLP reskin in 10... 9... 8...[/QUOTE] don't even start
[QUOTE=WnR;47579465]Because you are trying to make a SOCOM, not a SOCOM in the TF2 universe. Weapons in TF2 are exaggerated and simplified, and the SOCOM you are making is not. A bigger issue is that frankly the SOCOM is an ugly gun. Every single element of its design is meant to be functional, not pretty. You should take the basic and trademark elements of the SOCOM - automatic pistol with a block and light under and barrel - remove the noisy details, and figure out how it would be done in the TF2 universe. Make it obvious that there is a flashlight in there. Show a battery. Don't have all the controls, pick one and exaggerate it.[/QUOTE] I'm getting this image of a pistol with a small flashlight held on by masking tape.
[QUOTE=Rageguy;47579614][t]http://puu.sh/hnCxV/ce9bb181be.jpg[/t] a hol horse [url=https://p3d.in/1AjaS]3d[/url] concept by kibble[/QUOTE] the mane and front legs look like they're made of paper. I'd suggest thickening them up quite a bit.
[QUOTE=Rageguy;47579614][t]http://puu.sh/hnCxV/ce9bb181be.jpg[/t] a hol horse [url=https://p3d.in/1AjaS]3d[/url] concept by kibble[/QUOTE] The horse legs seem way too thin to me. I would suggest having the legs attach to the trigger guard and extend guard all the way to the knee of the bent leg and have the guard cover the fully stretched leg completely.
Sorry, you need to Log In to post a reply to this thread.