[QUOTE=kibbleknight;46989969]Touched up my TFC themed medic concept:
[img]http://puu.sh/eT0xX.png[/img][img]http://puu.sh/eT0xh.png[/img]
Less TFC now, but still gets the point across. Still up for grabs.[/QUOTE]
why would a lab coat have a camo pattern? if anything it should be the pants.
[QUOTE=kibbleknight;46989969]Touched up my TFC themed medic concept:
[img]http://puu.sh/eT0xX.png[/img][img]http://puu.sh/eT0xh.png[/img]
Less TFC now, but still gets the point across. Still up for grabs.[/QUOTE]
I really would like to see this made, since I usually go battlemedicing.
[QUOTE=kibbleknight;46989969]Touched up my TFC themed medic concept:
[img]http://puu.sh/eT0xX.png[/img][img]http://puu.sh/eT0xh.png[/img]
Less TFC now, but still gets the point across. Still up for grabs.[/QUOTE]
I think you should leave the camo out. The TFC Medic doesn't (from what I've seen anyway) have any camo on his outfit, and the armbands could just be added to the TFC armor.
I think he went off of this
[T]http://wiki.teamfortress.com/w/images/4/46/Medicnew_tfc.png[/T]
[QUOTE=Pagliacci;46990318]why would a lab coat have a camo pattern? if anything it should be the pants.[/QUOTE]
Its because its based of TFC medic's color scheme, which has white camo, and messing with the color scheme by turning his pants white is a bad idea. Regardless camo trench coats are a thing, so in the situation it could be a white camo trench coat if the idea of a camo lab coat existing in the same world as infinite magma producing axes.
[QUOTE=Rajikaru;46990359]I think you should leave the camo out. The TFC Medic doesn't (from what I've seen anyway) have any camo on his outfit, and the armbands could just be added to the TFC armor.[/QUOTE]
TFC medic has a full camo suit under his ballistic equipment:
[img]http://wiki.teamfortress.com/w/images/4/46/Medicnew_tfc.png[/img]
Moving it to the pants would be a better idea.
[sp]Is it just me or is Radaghast turning into LexDragon?[/sp]
Anyways,
[QUOTE=pipantarctic;46986734]
[img]http://i.imgur.com/iX9xolA.png[/img]
Something like this you imagined?
Sorry for the crude and quick draw.[/QUOTE]
That's exactly what I meant, and that's actually a pretty good drawing.
Radaghast confirmed for LexDragon incarnate.
[QUOTE=kibbleknight;46990373]Its because its based of TFC medic's color scheme, which has white camo, and messing with the color scheme by turning his pants white is a bad idea. Regardless camo trench coats are a thing, so in the situation it could be a white camo trench coat if the idea of a camo lab coat existing in the same world as infinite magma producing axes.
TFC medic has a full camo suit under his ballistic equipment:
[img]http://wiki.teamfortress.com/w/images/4/46/Medicnew_tfc.png[/img][/QUOTE]
[t]https://wiki.teamfortress.com/w/images/thumb/0/00/Medicclassic.png/300px-Medicclassic.png?t=20111127151913[/t]
The one on the right doesn't, but whatever, it's your concept.
[QUOTE=Rajikaru;46990749][t]https://wiki.teamfortress.com/w/images/thumb/0/00/Medicclassic.png/300px-Medicclassic.png?t=20111127151913[/t]
The one on the right doesn't, but whatever, it's your concept.[/QUOTE]
The one on the right is also the old playermodel, the left one is the newer one which would be in line with how all of the TFC mercs shown in the comics so far use their newer designs.
[QUOTE=kibbleknight;46990855]The one on the right is also the old playermodel, the left one is the newer one which would be in line with how all of the TFC mercs shown in the comics so far use their newer designs.[/QUOTE]
Eh. I personally prefer the one on the right. Easier to distinguish from a distance. But, like I said, his concept.
[QUOTE=Gadget | TF2M;46989150]The front grip is too small. Also what happened to the rear half? It looks all jolted like you just scaled it on one axis.[/QUOTE]
yeah, I'm gonna fix those things :). the grip was done kinda quickly, so im gonna redo it
Hey, I'm having a problem making my Engie helmet paintable. The entire hat is painted but I only want the stripe, wire, and glowing eye paintable. We're using an illum mask as well, when I remove it then paint works. Here's a screenshot of the issue and my vmt. Thanks!
[t]http://i.imgur.com/hUA2gMU.jpg[/t]
[t]http://i.imgur.com/xFQjUH6.jpg[/t]
[QUOTE=CaptainGoodst;46991157]Hey, I'm having a problem making my Engie helmet paintable. The entire hat is painted but I only want the stripe, wire, and glowing eye paintable. We're using an illum mask as well, when I remove it then paint works. Here's a screenshot of the issue and my vmt. Thanks!
[t]http://i.imgur.com/hUA2gMU.jpg[/t]
[t]http://i.imgur.com/xFQjUH6.jpg[/t][/QUOTE]
Paintability and illumination can't coexist on the same material using the importer. I've heard rumors that you can do it by assigning illumination to one material and paintability to the other, but I've never tried it myself.
[QUOTE=gigazelle;46991225]Paintability and illumination can't coexist on the same material using the importer. I've heard rumors that you can do it by assigning illumination to one material and paintability to the other, but I've never tried it myself.[/QUOTE]
The rumor is true, but try clicking translucent and alphatest. i use that when i make my hats paintable. If it doesnt work then im sorry
[QUOTE=Killbane;46990084]The one problem i see with all these camo cosmetic ideas is the poly limit
Is it really possible to cover a large portion of a characters mesh then add extras with 1500/1600 tris?[/QUOTE]
It's definitely possible to make suit overlays within the tricount limit for any class, even Medic. In Medic's case, it probably would be able to stay under 1000 tris if done efficiently thanks to the amount of belts he has and the relatively benign rigging on most of his body. (The source of a ton of the tris that rises up the total on classes are the ones in the face, due to facial animations for skin, teeth, etc. needing a high amount of polygons to look good)
The real problem is whether a camo suit taking up a large section of the body actually looks good or not in-game is another story.
[QUOTE=CaptainGoodst;46991157]Hey, I'm having a problem making my Engie helmet paintable. The entire hat is painted but I only want the stripe, wire, and glowing eye paintable. We're using an illum mask as well, when I remove it then paint works. Here's a screenshot of the issue and my vmt. Thanks!
[/QUOTE]
Assign the eye to a separate material. Paint the alpha layer of the helmet white for the stripe and wire. Leave the alpha layer all white on the eye, and have it self illum and painted. You can have self illum and paint on the same material, but the paint gets applied to the entire mesh for that material, so if the eye is the only mesh for that material it's fine.
[QUOTE=kibbleknight;46990855]The one on the right is also the old playermodel, the left one is the newer one which would be in line with how all of the TFC mercs shown in the comics so far use their newer designs.[/QUOTE]
Cammouflage just doesnt fit medic to be honest, and having it only on his pants for the sake of references would be redundant considering the most prominent feature on the TFC medic's desing are the chest armor and the mask-helmet combo.
also kneepads over the medic's pants doesnt work.
Here's a vote:
Agree for Camouflage Coat:
[img]http://puu.sh/eTBpJ.png[/img][img]http://puu.sh/eTBpZ.png[/img]
Artistic for Camouflage Coat and Pants:
[img]http://puu.sh/eTBG3.png[/img][img]http://puu.sh/eTBHd.png[/img]
Winner for Camouflage Pants:
[img]http://puu.sh/eTBMt.png[/img][img]http://puu.sh/eTBMT.png[/img]
^Why not do both the coat and the pants and make it two separete items?
How about just make the upper body part of the coat in camo and leave the bottom part non-camo?
Hat:
[img]http://puu.sh/eTKr5.png[/img]
waterlogged labcoat areas would be paintable for reasons.
So, does anyone have any ideas as to how i could make this more flashy? (aside from textures) Since i noticed six people agreed with what Pastel said.
[QUOTE=Pastel;46990256]It kinda looks like you just took the default knife and added an engraving. Spice it up and get creative with it![/QUOTE]
[T]http://i.gyazo.com/904ff482670872178c45d80000bf518d.png[/T]
[QUOTE=kibbleknight;46992219]Hat:
[img]http://puu.sh/eTKr5.png[/img]
waterlogged labcoat areas would be paintable for reasons.[/QUOTE]
ur concepting improved alot imo, v good
[QUOTE=Killbane;46992234]So, does anyone have any ideas as to how i could make this more flashy? (aside from textures) Since i noticed six people agreed with what Pastel said.
[T]http://i.gyazo.com/904ff482670872178c45d80000bf518d.png[/T][/QUOTE]
How about making the handles a bit more detailed? You could follow a theme, ex a snake theme, and maybe have a snake engraved on the handles or some fangs on the bite handle? There's a lot you can do, I highly reccomend looking up some balisongs and seeing their designs and what not. Also, you could make the shape a bit different (try to keep it proportionally accurate though). The again, TF2 isn't heavily focused on realism as you all probably know. Don't make it too alien though, I do like the simplistic design.
[b]The Double Dose:[/b] [i]"After you take two of these, you won't be calling in the morning."[/i]
[img]http://puu.sh/eTSLp.png[/img]
[img]http://puu.sh/eTSLP.png[/img]
[QUOTE=kibbleknight;46992533][b]The Double Dose:[/b] [i]Take two of these and you won't be calling in the morning.[/i]
[img]http://puu.sh/eTSLp.png[/img]
[img]http://puu.sh/eTSLP.png[/img][/QUOTE]
Looks really good, especially the palette, contrasts nicely with the other Syringe Guns/Crossbow.
Quick idea for a custom firing animation, where a shell is ejected after shooting:
[img]http://puu.sh/eTWIF.png[/img]
[QUOTE=kibbleknight;46992674]Quick idea for a custom firing animation, where a shell is ejected after shooting:
[img]http://puu.sh/eTWIF.png[/img][/QUOTE]
syringes dont have shells silly :P
It would be interesting to see a shotgun for medic, but that kinda takes out the uniuqeness of the syringe gun, and wouldnt go along with the doctor theme. Still like the idea though, its a winner in my book.
Melee weapon thing real quick. Need to fix grip positioning, and add a second wire to go the battery. I'll add animated electricity that goes between the rods.
[IMG]http://puu.sh/eU8ox/e114ed5ecc.png[/IMG]
[t]http://puu.sh/eU8JP/aac673eb47.png[/t]
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