• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
i asume you'd expect a % on that idea.
Whoever said concepting is easy is a big fat fibber. Well anyway, here's a fur coat concept for Heavy. It looks like the upper half of a pair of feetie pyjamas. [t]http://s29.postimg.org/il3esisyv/10856680_725757757538916_7267872628674030425_o.jpg[/t] Colours used are Air of Debonair, and Waterlogged Lab Coat. Also apologies for the shitey software used. I am definitely no Vincent Van Gogh when it comes to concepts.
$basemapalphaphongmask was missing accidentally so the Phong was looking strange. [img_thumb]http://manschitz.com/projects/tf2/preview_grenadelauncher2.jpg[/img_thumb]
[QUOTE=Franbo;47099007]Whoever said concepting is easy is a big fat fibber. Well anyway, here's a fur coat concept for Heavy. It looks like the upper half of a pair of feetie pyjamas. [t]http://s29.postimg.org/il3esisyv/10856680_725757757538916_7267872628674030425_o.jpg[/t] Colours used are Air of Debonair, and Waterlogged Lab Coat. Also apologies for the shitey software used. I am definitely no Vincent Van Gogh when it comes to concepts.[/QUOTE] Try to keep the same colours in the same places as they would be on the stock Heavy whenever possible. The fur coats' colour shouldn't really be used in such big areas outside of the Spy's suit and pants.
[QUOTE=Magypsy;47099171]Try to keep the same colours in the same places as they would be on the stock Heavy whenever possible. The fur coats' colour shouldn't really be used in such big areas outside of the Spy's suit and pants.[/QUOTE] So would this cause "class identification" problems?
[QUOTE=Gadget | TF2M;47099111]$basemapalphaphongmask was missing accidentally so the Phong was looking strange. [img_thumb]http://manschitz.com/projects/tf2/preview_grenadelauncher2.jpg[/img_thumb][/QUOTE] By Gaben, that looks awesome. I hope it can replace all grenade launchers :)
[QUOTE=Franbo;47099190]So would this cause "class identification" problems?[/QUOTE] Yes, just try and stick to colours that are normally on the class, and make sure you keep the team coloured areas the same, especially on Heavy, who only has his shirt and pants.
[QUOTE=ZombiPlastiClok;47097992]Well Paysus got this done [B]WAY[/B] faster than I expected, have a WIP video: [video=youtube;_-pEXbpTTYA]http://www.youtube.com/watch?v=_-pEXbpTTYA[/video] Some things to note: -Sounds are SUPER HEAVY WIP. Sound mixing isn't my forte, and there's a lot to be desired with the quality. Doesn't help that the sounds are from an old DOS game, either. -The gun is kinda high up, so you can see the grip and the area below it a little. Noticed this after the video processed, and is already fixed. -The Reload was planned to have a whirring sound effect (like recharging or something), but I don't have anything like that, so the reload may look a bit lackluster. Basically I suck really hard at sound mods. Would anyone want to help?[/QUOTE] Why not use the weapon sounds from DOOM 3?
[QUOTE=Gentleman Cat;47099337]Why not use the weapon sounds from DOOM 3?[/QUOTE]Basing it like the Original by using the classic sound effects and centering the model? I don't fucking know, do I?
Reposting this: [QUOTE=Flubbman;47089189]Got a problem regarding facial flexes in Max. I've made a full set of flexes for an item in Blender, but I need to modify some vertex normals before textures can be made. I exported the Blender file as an FBX and imported it in Max, as someone here told me it should work. Problem is, I don't know my way around Max at all except for modifying normals. Where can I check if the shape keys were imported properly, and how can I make sure that they're intact when exporting?[/QUOTE]
[QUOTE=Flubbman;47099570]Reposting this:[/QUOTE] So the way flexes are exported from 3dsmax is to have a morpher modifier on the mesh that contains each flex in every morph target channel. The first thing would be to make sure that that's what you got in 3dsmax now. It would be better if you could describe into more detail what it is that you got in 3dsmax at the moment so we can help you further. If you have the mesh with the morph modifier and all the flexes in there, all you have to do is add the "Edit Normals" modifier under the morpher modifier, change the normals you want to change and colapse the edit normals modifier down.
[QUOTE=Norman3D;47099730]So the way flexes are exported from 3dsmax is to have a morpher modifier on the mesh that contains each flex in every morph target channel. The first thing would be to make sure that that's what you got in 3dsmax now. It would be better if you could describe into more detail what it is that you got in 3dsmax at the moment so we can help you further. If you have the mesh with the morph modifier and all the flexes in there, all you have to do is add the "Edit Normals" modifier under the morpher modifier, change the normals you want to change and colapse the edit normals modifier down.[/QUOTE]I've exported the model like a normal FBX file (I can't import the same file back into Blender though because it doesn't support ASCII FBX files. This could be part of the issue) and imported it into Max. It has no modifiers when I import it. [IMG]http://puu.sh/fEaLf/17705654d8.png[/IMG] I included the Sniper model in the FBX file so I could copy the normals from him. The Sniper model, on the other hand, has a Morpher modifier on it by default containing all the flexes with the same names they had in Blender (1, 2, 3 etc). My model doesn't have this modifier, despite having shape keys as well. [IMG]http://puu.sh/fEbmZ/1ab53bce5c.png[/IMG] So my model should logically have this modifier but it doesn't. I tried exporting it without the Sniper model, same thing occured.
I say these look fine, What do you guys think? [t]http://manschitz.com/projects/tf2/preview_grenadelauncher3.jpg[/t]
[QUOTE=kibbleknight;47100069]I say these look fine, What do you guys think? [t]http://manschitz.com/projects/tf2/preview_grenadelauncher3.jpg[/t][/QUOTE] Is the barrel engraving going to be normal mapped? It should
[QUOTE=Flubbman;47100034]I've exported the model like a normal FBX file (I can't import the same file back into Blender though because it doesn't support ASCII FBX files. This could be part of the issue) and imported it into Max. It has no modifiers when I import it. [IMG]http://puu.sh/fEaLf/17705654d8.png[/IMG] I included the Sniper model in the FBX file so I could copy the normals from him. The Sniper model, on the other hand, has a Morpher modifier on it by default containing all the flexes with the same names they had in Blender (1, 2, 3 etc). My model doesn't have this modifier, despite having shape keys as well. [IMG]http://puu.sh/fEbmZ/1ab53bce5c.png[/IMG] So my model should logically have this modifier but it doesn't. I tried exporting it without the Sniper model, same thing occured.[/QUOTE] Ok so basically Blender doesn't seem to export the flexes in a way that 3dsmax understands when importing. The only way to do this would be to export every flex as a separate FBX file, import them all in 3dsmax, import your mesh as you have shown above. Do whatever you gotta do with the normals, collapse the normals modifier, add a morpher modifier, and add the flexes to each channel of the morpher. So at the end you should have your mesh (with the collapsed edit normals modifier) the morpher modifier and the skin modifier on top of the morpher. Aaand that should be it, it should be ready to export as FBX for the TF2 importer.
[QUOTE=Norman3D;47100100]Ok so basically Blender doesn't seem to export the flexes in a way that 3dsmax understands when importing. The only way to do this would be to export every flex as a separate FBX file, import them all in 3dsmax, import your mesh as you have shown above. Do whatever you gotta do with the normals, collapse the normals modifier, add a morpher modifier, and add the flexes to each channel of the morpher. So at the end you should have your mesh (with the collapsed edit normals modifier) the morpher modifier and the skin modifier on top of the morpher. Aaand that should be it, it should be ready to export as FBX for the TF2 importer.[/QUOTE]It's weird though, the Sniper model imports just fine with the flexes intact despite being exported from the exact same scene. I guess I'll have to give your method a try. [editline]February 2015[/editline] I think I managed to fix it, I removed the Edge Split modifier in Blender before exporting. The model imported fine into Max, sharp edges included, and it now has flexes. Gonna see if it works all the way through.
[QUOTE=JPRAS;47100086]Is the barrel engraving going to be normal mapped? It should[/QUOTE] it is normal mapped. Its intended to be a raised surface, not an engraving.
[QUOTE=kibbleknight;47100111]it is normal mapped, its a raised surface, not an engraving.[/QUOTE] Doesn't look bumpy at all, add more depth to it
I'd lose the engraving and play around with the phong/exponent. It looks pretty matte right now, and I think it has enough unique features without the engraving.
[QUOTE=NeoDement;47100159]I'd lose the engraving and play around with the phong/exponent. It looks pretty matte right now, and I think it has enough unique features without the engraving.[/QUOTE] Exactly. I'm not a fan of adding the engravings. It would only look good if it was actually modeled onto the barrel. But as you said it doesn't really need them.
[img]http://i.imgur.com/iVxVlPt.png[/img] Up for claim.
[QUOTE=kibbleknight;47100069]I say these look fine, What do you guys think? [t]http://manschitz.com/projects/tf2/preview_grenadelauncher3.jpg[/t][/QUOTE] Have you thought of a name yet?
-snip-
[QUOTE=Tundra Boy;47100647]Have you thought of a name yet?[/QUOTE] We've been tossing around name ideas. Currently the files are labeled as "c_drunkards_wrath" but we've decided that would be better for the set's name. a few of the name ideas tossed around so far have been: -Celt Double Action -Celt .45 -The Scotsman's Six Shooter -Scott & Williams .450 -The Dead Shot -The Sure Shot -The Hand Cannon
[QUOTE=kibbleknight;47100848] a few of the name ideas tossed around so far have been: -Celt Double Action -Celt .45 [/QUOTE] I'm really loving the colt-celt pun. These two are my favorites. What about the Celt (or celtic) Six Shooter, for alliteration? [editline]8th February 2015[/editline] [QUOTE=Killbane;47082909]Progress is slow as usual [url]https://skfb.ly/COoA[/url][/QUOTE] Wow, I missed this. I do think that handle is much better though, keep going.
Hand cannon is more for a single-handed pistol that fires big-ass bullets and has recoil like a kickin' mule.
[IMG]http://puu.sh/fEExH/d15de9acfd.png[/IMG] srry for tiny pic :(
[QUOTE=kibbleknight;47100848]We've been tossing around name ideas. Currently the files are labeled as "c_drunkards_wrath" but we've decided that would be better for the set's name. a few of the name ideas tossed around so far have been: -Celt Double Action -Celt .45 -The Scotsman's Six Shooter -Scott & Williams .450 -The Dead Shot -The Sure Shot -The Hand Cannon[/QUOTE] Celtic Crap-Shoot (shot?)
[T]http://puu.sh/fEFtX/263ef94e0c.jpg[/T] Why do I always get this whenever I want to bake my Pickelhaube? It only happens on the right hand side [T]http://puu.sh/fEGOt/fc8dead742.jpg[/T]
Started on a new set, still just base colors. [img]https://dl.dropboxusercontent.com/u/6526556/mchmdc.jpg[/img]
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